ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.92 by root, Mon Jan 8 01:19:04 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 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
193 return 0; 194 return;
194 return 1;
195}
196 195
197/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
198 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
199 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
200 */ 199 ob->remove ();
200 ob->map = 0;
201 201
202/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
203 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
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;
213 204
214 if (!p) 205 players.erase (this);
215 { 206}
216 p = new player;
217 207
218 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
219 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
220 * end of the list - there is in fact no compelling reason that 210void
221 * that needs to be done except for things like output of 211player::connect (client *ns)
222 * 'who'. 212{
223 */ 213 this->ns = ns;
224 player *tmp = first_player; 214 ns->pl = this;
225 215
226 while (tmp != NULL && tmp->next != NULL) 216 ns->update_look = 0;
227 tmp = tmp->next; 217 ns->look_position = 0;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232 218
233 p->next = NULL; 219 clear_los (ob);
234 }
235 220
236 /* Clears basically the entire player structure except 221 /* make sure he's a player -- needed because of class change. */
237 * for next and socket. 222 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race;
224
225 if (!legal_range (ob, shoottype))
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob);
230
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 241 */
239 p->clear (); 242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
240 244
245 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob))
247 {
248 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252
253 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force)
256 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force)
258 skin = tmp;
259
260 set_dragon_name (ob, abil, skin);
261 }
262
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264
265 esrv_new_player (this, ob->weight + ob->carrying);
266
267 ob->update_stats ();
268 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0);
272
273 activate ();
274
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278
279 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this);
281}
282
283void
284player::disconnect ()
285{
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
241 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 320 * we deal with that below this point.
243 */ 321 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 325
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 326 savebed_map = first_map_path; /* Init. respawn position */
255 327
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 328 gen_sp_armour = 10;
270 p->last_speed = -1; 329 last_speed = -1;
271 p->shoottype = range_none; 330 shoottype = range_none;
272 p->bowtype = bow_normal; 331 bowtype = bow_normal;
273 p->petmode = pet_normal; 332 petmode = pet_normal;
274 p->listening = 10; 333 listening = 10;
275 p->usekeys = containers; 334 usekeys = containers;
276 p->last_weapon_sp = -1; 335 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 337 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 338
287 /* we need to clear these to -1 and not zero - otherwise, 339 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
290 * at zero. 342 * at zero.
291 */ 343 */
292 for (i = 0; i < NUM_SKILLS; i++) 344 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 346
296 }
297 for (i = 0; i < NROFATTACKS; i++) 347 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 348 last_resist[i] = -1;
300 } 349
301 p->last_stats.exp = -1; 350 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 351 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 352}
308 353
309/* This loads the first map an puts the player on it. */ 354void
310static void 355player::do_destroy ()
311set_first_map (object *op)
312{ 356{
313 strcpy (op->contr->maplevel, first_map_path); 357 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
319/* Tries to add player on the connection passwd in ns. 374/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 375 * All we can really get in this is some settings like host and display
321 * mode. 376 * mode.
322 */ 377 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 378player *
379player::create ()
380{
381 player *pl = new player;
328 382
329 p = get_player (NULL); 383 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 384 set_first_map (pl->ob);
344 385
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 386 return pl;
353} 387}
354 388
355/* 389/*
356 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
366 { 400 {
367 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
368 at = first_archetype; 402 at = first_archetype;
369 else 403 else
370 at = at->next; 404 at = at->next;
405
371 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
372 return at; 407 return at;
408
373 if (at == start) 409 if (at == start)
374 { 410 {
375 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 412 exit (-1);
377 } 413 }
378 } 414 }
379} 415}
380 416
381
382object * 417object *
383get_nearest_player (object *mon) 418get_nearest_player (object *mon)
384{ 419{
385 object *op = NULL; 420 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 421 objectlink *ol;
388 unsigned lastdist; 422 unsigned lastdist;
389 rv_vector rv; 423 rv_vector rv;
390 424
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 426 {
393 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 434 object *tmp = ol->ob;
401 435
402 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 437 * itself will have been cleared.
404 */ 438 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
406 ol = ol->next; 441 ol = ol->next;
407 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
408 if (!ol) 443 if (!ol)
409 return op; 444 return op;
410 } 445 }
423 { 458 {
424 op = ol->ob; 459 op = ol->ob;
425 lastdist = rv.distance; 460 lastdist = rv.distance;
426 } 461 }
427 } 462 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 463
429 { 464 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
434 { 467 {
435 op = pl->ob; 468 op = pl->ob;
436 lastdist = rv.distance; 469 lastdist = rv.distance;
437 } 470 }
438 } 471
439 }
440#if 0 472#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 474#endif
443 return op; 475 return op;
444} 476}
462 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 496 * is probably not a good thing.
465 */ 497 */
466#define MAX_SPACES 50 498#define MAX_SPACES 50
467
468 499
469/* 500/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 742 /* Need to set up the skill pointers */
712 link_player_skills (pl); 743 link_player_skills (pl);
713} 744}
714 745
715void 746void
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) 747get_party_password (object *op, partylist *party)
800{ 748{
801 if (party == NULL) 749 if (party == NULL)
802 { 750 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 751 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 752 return;
805 } 753 }
754
806 op->contr->write_buf[0] = '\0'; 755 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 756 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 757 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 758 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 759}
811
812 760
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 761/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 762static int
815roll_stat (void) 763roll_stat (void)
816{ 764{
817 int a[4], i, j, k; 765 int a[4], i, j, k;
818 766
819 for (i = 0; i < 4; i++) 767 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 770 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 771 if (a[i] < k)
824 k = a[i], j = i; 772 k = a[i], j = i;
825 773
826 for (i = 0, k = 0; i < 4; i++) 774 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 775 if (i != j)
829 k += a[i]; 776 k += a[i];
830 } 777
831 return k; 778 return k;
832} 779}
833 780
834void 781void
835roll_stats (object *op) 782object::roll_stats ()
836{ 783{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 784 int statsort [7];
840 785
841 do 786 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 } 787 {
852 while (sum < 82 || sum > 116); 788 int sum = 0;
789 for (int i = 7; i--; )
790 sum += statsort [i] = roll_stat ();
853 791
792 if (sum >= 82 && sum <= 116)
793 break;
794 }
795
854 /* Sort the stats so that rerolling is easier... */ 796 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 797 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;
862 798
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]; 799 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 800 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 801 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 802 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 803 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 804 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 805 stats.Cha = statsort[6];
887 806
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; 807 stats.exp = 0;
899 op->stats.ac = 0; 808 stats.ac = 0;
900 809
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; 810 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
909 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
910} 822}
911 823
912void 824void
913Roll_Again (object *op) 825object::swap_stats (int a, int b)
914{ 826{
915 esrv_new_player (op->contr, 0); 827 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 828 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)? "); 829 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 830
920void 831 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838
839 //TODO: the following code looks so borked and should, at the very least,
840 // be merged with the similar code in roll_stats
841 stats.ac = 0;
842
843 level = 1;
844 stats.exp = 0;
845 stats.ac = 0;
846
847 stats.hp = stats.maxhp;
848 stats.sp = stats.maxsp;
849 stats.grace = stats.maxgrace;
850
851 if (contr)
852 {
853 contr->levhp[1] = 9;
854 contr->levsp[1] = 6;
855 contr->levgrace[1] = 3;
856
857 contr->orig_stats = stats;
858 }
859}
860
861static void
862start_info (object *op)
922{ 863{
923 signed char tmp;
924 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
925 865
926 if (op->contr->Swap_First == -1) 866 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); 867 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 868 //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); 869 //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} 870}
1041 871
1042/* This function takes the key that is passed, and does the 872/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 873 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 874 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 875 * separate race and class; this actually changes the RACE,
1046 * not the class. 876 * not the class.
1047 */ 877 */
1048
1049int 878int
1050key_change_class (object *op, char key) 879key_change_class (object *op, char key)
1051{ 880{
1052 int tmp_loop; 881 int tmp_loop;
1053 882
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 883 if (key == 'd' || key == 'D')
1061 { 884 {
1062 char buf[MAX_BUF]; 885 char buf[MAX_BUF];
1063 886
1064 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, op, 0, 0, 0);
1070 893
1071 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, op->contr);
1073 896
1074 op->contr->state = ST_PLAYING; 897 op->contr->ns->state = ST_PLAYING;
1075 898
1076 if (op->msg) 899 if (op->msg)
1077 op->msg = NULL; 900 op->msg = NULL;
1078 901
1079 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1088 start_info (op); 911 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 913 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 914 link_player_skills (op);
1092 esrv_send_inventory (op, op); 915 esrv_send_inventory (op, op);
1093 fix_player (op); 916 op->update_stats ();
1094 917
1095 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1096 * is one for this race 919 * is one for this race
1097 */ 920 */
1098 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1099 { 922 {
1100 object *tmp; 923 object *tmp;
1101 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1102 925
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 927 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1110 * default initial map */ 933 * default initial map */
1111 tmp->destroy (); 934 tmp->destroy ();
1112 } 935 }
1113 else 936 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 938
1117 return 0; 939 return 0;
1118 } 940 }
1119 941
1120 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1125 while (!tmp_loop) 947 while (!tmp_loop)
1126 { 948 {
1127 shstr name = op->name; 949 shstr name = op->name;
1128 int x = op->x, y = op->y; 950 int x = op->x, y = op->y;
1129 951
1130 remove_statbonus (op); 952 op->remove_statbonus ();
1131 op->remove (); 953 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 954 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 955 op->arch->clone.copy_to (op);
1134 op->instantiate (); 956 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 957 op->stats = op->contr->orig_stats;
1137 op->x = x; 959 op->x = x;
1138 op->y = y; 960 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 963 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 964 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 965 tmp_loop = allowed_class (op);
1144 } 966 }
1145 967
1146 update_object (op, UP_OBJ_FACE); 968 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 970 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 971 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 972 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 973 op->stats.grace = 0;
1152 974
1153 if (op->msg) 975 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 976 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 977
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 978 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; 979 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} 980}
1208 981
1209void 982void
1210flee_player (object *op) 983flee_player (object *op)
1211{ 984{
1241 { 1014 {
1242 op->enemy = NULL; 1015 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1017 return;
1245 } 1018 }
1019
1246 get_rangevector (op, op->enemy, &rv, 0); 1020 get_rangevector (op, op->enemy, &rv, 0);
1247 1021
1248 dir = absdir (4 + rv.direction); 1022 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1023 for (diff = 0; diff < 3; diff++)
1250 { 1024 {
1251 int m = 1 - (RANDOM () & 2); 1025 int m = 1 - (RANDOM () & 2);
1252 1026
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1027 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1028 return;
1256 }
1257 } 1029 }
1030
1258 /* Cornered, get rid of scared */ 1031 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1032 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1033 op->enemy = NULL;
1261} 1034}
1262 1035
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1121 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)))); 1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1123 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1124 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)))); 1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1127 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 } 1128 }
1129
1384 /* philosophy: 1130 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1131 * 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 1132 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1133 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1134 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1135 * example.
1390 * The drawback: right now it has no frontend, so you need to 1136 * 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 1137 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1138 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1564 if (!dir)
1819 { 1565 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1567 return 0;
1822 } 1568 }
1569
1823 if (op->type == PLAYER) 1570 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1571 bow = op->contr->ranges[range_bow];
1825 else 1572 else
1826 { 1573 {
1827 for (bow = op->inv; bow; bow = bow->below) 1574 for (bow = op->inv; bow; bow = bow->below)
1835 { 1582 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1584 return 0;
1838 } 1585 }
1839 } 1586 }
1587
1840 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1841 { 1589 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1591 return 0;
1844 } 1592 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1595
1848 /* penalize ROF for bestarrow */ 1596 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1851 if (bowspeed < 1) 1600 if (bowspeed < 1)
1852 bowspeed = 1; 1601 bowspeed = 1;
1853 1602
1854 if (arrow == NULL) 1603 if (arrow == NULL)
1855 { 1604 {
1861 else 1610 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1611 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1612 return 0;
1864 } 1613 }
1865 } 1614 }
1615
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1617 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1618 return 0;
1870 } 1619
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1620 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1621 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1622 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1623 return 0;
1875 } 1624 }
1881 return 0; 1630 return 0;
1882 } 1631 }
1883 1632
1884 left = arrow; /* these are arrows left to the player */ 1633 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1634 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1635 if (!arrow)
1887 { 1636 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1637 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1638 return 0;
1890 } 1639 }
1640
1891 arrow->set_owner (op); 1641 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1642 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1643 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1644
1898 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1899 { 1646 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1648 op->update_stats ();
1902 } 1649 }
1903 1650
1904 SET_ANIMATION (arrow, arrow->direction); 1651 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1653 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1654 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1655 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1656 arrow->spellarg = strdup (arrow->slaying);
1910 1657
1911 /* Note that this was different for monsters - they got their level 1658 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1659 * added to the damage. I think the strength bonus is more proper.
1913 */ 1660 */
1914 1661
1916 1663
1917 /* update the speed */ 1664 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1665 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; 1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1667
1921 if (arrow->speed < 1.0) 1668 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1669 arrow->speed_left = 0;
1925 1670
1926 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1927 { 1672 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1683 }
1939 1684
1940 if (arrow->attacktype == AT_PHYSICAL) 1685 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1942 1687
1943 if (bow->slaying != NULL) 1688 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1689 arrow->slaying = bow->slaying;
1945 1690
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1693
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1695 m->insert (arrow, sx, sy, op);
1952 1696
1953 if (!arrow->destroyed ()) 1697 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1698 move_arrow (arrow);
1955 1699
1956 if (op->type == PLAYER) 1700 if (op->type == PLAYER)
1982 } 1726 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1728 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1730 wcmod = -1;
1731
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1733 }
1989 else if (op->contr->bowtype == bow_threewide) 1734 else if (op->contr->bowtype == bow_threewide)
1990 { 1735 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1806
2062 if (item->arch) 1807 if (item->arch)
2063 { 1808 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1810 item->face = item->arch->clone.face;
2066 item->speed = 0; 1811 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1812 }
1813
2069 if ((tmp = is_player_inv (item))) 1814 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1816 }
2072 } 1817 }
2073 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1819 drain_rod_charge (item);
2076 }
2077 } 1820 }
2078} 1821}
2079 1822
2080/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2081 */ 1824 */
2120 { 1863 {
2121 if (op->type == PLAYER) 1864 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return; 1866 return;
2124 } 1867 }
1868
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1869 do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return; 1870 return;
2127 case range_builder: 1871 case range_builder:
2128 apply_map_builder (op, dir); 1872 apply_map_builder (op, dir);
2129 return; 1873 return;
2130 default: 1874 default:
2224 * 0 otherwise 1968 * 0 otherwise
2225 */ 1969 */
2226static int 1970static int
2227player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2228{ 1972{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2233 */ 1976 */
2234 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2015 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2016 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2017 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2018 * going to try and move (not fire weapons).
2276 */ 2019 */
2277
2278void 2020void
2279move_player_attack (object *op, int dir) 2021move_player_attack (object *op, int dir)
2280{ 2022{
2281 object *tmp, *mon; 2023 object *tmp, *mon;
2282 sint16 nx, ny; 2024 sint16 nx, ny;
2284 maptile *m; 2026 maptile *m;
2285 2027
2286 nx = freearr_x[dir] + op->x; 2028 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2029 ny = freearr_y[dir] + op->y;
2288 2030
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2290 2032
2291 /* If braced, or can't move to the square, and it is not out of the 2033 /* 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 2034 * 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 2035 * 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 2036 * player. This is a pretty nasty hack, because if we could
2299 */ 2041 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2042 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2043 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2044 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2045 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2046 m = op->map->xy_find (nx, ny);
2305 if (!m) 2047 if (!m)
2306 return; /* Don't think this should happen */ 2048 return; /* Don't think this should happen */
2307 } 2049 }
2308 else 2050 else
2309 m = op->map; 2051 m = op->map;
2310 2052
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2053 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; 2054 return;
2315 }
2316 2055
2317 mon = NULL; 2056 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2060 * on the space
2322 */ 2061 */
2323 while (tmp != NULL) 2062 while (tmp)
2324 { 2063 {
2325 if (tmp == op) 2064 if (tmp == op)
2326 { 2065 {
2327 tmp = tmp->above; 2066 tmp = tmp->above;
2328 continue; 2067 continue;
2338 mon = tmp; 2077 mon = tmp;
2339 2078
2340 tmp = tmp->above; 2079 tmp = tmp->above;
2341 } 2080 }
2342 2081
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2082 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2083 return; /* into a wall */
2345 2084
2346 if (mon->head != NULL) 2085 if (mon->head)
2347 mon = mon->head; 2086 mon = mon->head;
2348 2087
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2088 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2089 if (player_attack_door (op, mon))
2351 return; 2090 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2113 {
2375 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2115 if (op->contr->braced)
2377 return; 2116 return;
2117
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2119 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2120 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2121 make_visible (op);
2122
2382 return; 2123 return;
2383 } 2124 }
2384 2125
2385 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2129 * attack them either.
2389 */ 2130 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2131 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2132 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2133#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2134 (op->contr->peaceful
2394 || (mon->type == PLAYER 2135 || (mon->type == PLAYER
2395 && mon->contr-> 2136 && mon->contr->
2396 peaceful)) && 2137 peaceful)) &&
2397#else 2138#else
2398 op->contr->peaceful && 2139 op->contr->peaceful &&
2399#endif 2140#endif
2400 !on_battleground)) 2141 !on_battleground))
2401 { 2142 {
2402 if (!op->contr->braced) 2143 if (!op->contr->braced)
2403 { 2144 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2146 push_ob (mon, dir, op);
2406 } 2147 }
2407 else 2148 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2149 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2150
2411 if (op->contr->tmp_invis || op->hide) 2151 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2152 make_visible (op);
2413 } 2153 }
2414 2154
2415 /* If the object is a boulder or other rollable object, then 2155 /* 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 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2170 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2173 {
2435 2174
2436 /* If the player hasn't hit something this tick, and does 2175 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2183
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2185 }
2447 2186
2448 skill_attack (mon, op, 0, NULL, NULL); 2187 skill_attack (mon, op, 0, 0, 0);
2449 2188
2450 /* If attacking another player, that player gets automatic 2189 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2190 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2191 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2192 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2195 {
2457 short luck = mon->stats.luck; 2196 short luck = mon->stats.luck;
2458 2197
2459 mon->contr->has_hit = 1; 2198 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2199 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2200 mon->stats.luck = luck;
2462 } 2201 }
2202
2463 if (action_makes_visible (op)) 2203 if (action_makes_visible (op))
2464 make_visible (op); 2204 make_visible (op);
2465 } 2205 }
2466 } /* if player should attack something */ 2206 } /* if player should attack something */
2467} 2207}
2469int 2209int
2470move_player (object *op, int dir) 2210move_player (object *op, int dir)
2471{ 2211{
2472 int pick; 2212 int pick;
2473 2213
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2215 return 0;
2476 2216
2477 /* Sanity check: make sure dir is valid */ 2217 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2218 if ((dir < 0) || (dir >= 9))
2479 { 2219 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2220 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2221 return 0;
2482 } 2222 }
2483 2223
2484 /* peterm: added following line */ 2224 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487 2227
2488 op->facing = dir; 2228 op->facing = dir;
2489 2229
2502 2242
2503 /* Add special check for newcs players and fire on - this way, the 2243 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2244 * server can handle repeat firing.
2505 */ 2245 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2246 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2247 op->direction = dir;
2509 }
2510 else 2248 else
2511 {
2512 op->direction = 0; 2249 op->direction = 0;
2513 } 2250
2514 /* Update how the player looks. Use the facing, so direction may 2251 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2252 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2253 * for players.
2517 */ 2254 */
2518 animate_object (op, op->facing); 2255 animate_object (op, op->facing);
2570 2307
2571 /* call this here - we also will call this in do_ericserver, but 2308 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2309 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2310 * called, so we recheck it here.
2574 */ 2311 */
2575 HandleClient (&op->contr->socket, op->contr); 2312 if (op->contr->ns->handle_command ())
2313 return 1;
2314
2576 if (op->speed_left < 0) 2315 if (op->speed_left > 0)
2577 return 0; 2316 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2317 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2318 {
2581 /* All move commands take 1 tick, at least for now */ 2319 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2320 op->speed_left--;
2583 2321
2584 /* Instead of all the stuff below, let move_player take care 2322 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2323 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2324 * there, as well as the confusion stuff.
2587 */ 2325 */
2588 move_player (op, op->direction); 2326 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2327
2590 return 1; 2328 return op->speed_left > 0;
2591 else 2329 }
2592 return 0;
2593 } 2330 }
2331
2594 return 0; 2332 return 0;
2595} 2333}
2596 2334
2597int 2335int
2598save_life (object *op) 2336save_life (object *op)
2599{ 2337{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2338 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2339 return 0;
2604 2340
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2341 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2343 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2344 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)); 2345 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2346
2618 op->stats.hp = op->stats.maxhp; 2354 op->stats.hp = op->stats.maxhp;
2619 2355
2620 if (op->stats.food < 0) 2356 if (op->stats.food < 0)
2621 op->stats.food = 999; 2357 op->stats.food = 999;
2622 2358
2623 fix_player (op); 2359 op->update_stats ();
2624 return 1; 2360 return 1;
2625 } 2361 }
2362
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2363 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2365 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2366 return 0;
2630} 2367}
2639{ 2376{
2640 object *next; 2377 object *next;
2641 2378
2642 while (op) 2379 while (op)
2643 { 2380 {
2644 next = op->below; /* Make sure we have a good value, in case 2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2382
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2384 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2385 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2386 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2387
2388 op->insert_at (env);
2655 } 2389 }
2656 else if (op->inv) 2390 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2391 remove_unpaid_objects (op->inv, env);
2392
2658 op = next; 2393 op = next;
2659 } 2394 }
2660} 2395}
2661
2662 2396
2663/* 2397/*
2664 * Returns pointer a static string containing gravestone text 2398 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2399 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2400 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2411 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2413 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2414 else
2681 sprintf (buf, "%s\n", &op->name); 2415 sprintf (buf, "%s\n", &op->name);
2416
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2417 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2418 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2419 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2420 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2421 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2422 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2425 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2691 { 2427 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2428 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2429 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2430 strcat (buf2, buf);
2695 } 2431 }
2432
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2433 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2435 strcat (buf2, buf);
2436
2699 return buf2; 2437 return buf2;
2700} 2438}
2701
2702
2703 2439
2704void 2440void
2705do_some_living (object *op) 2441do_some_living (object *op)
2706{ 2442{
2707 int last_food = op->stats.food; 2443 int last_food = op->stats.food;
2716 const int max_grace = 1; 2452 const int max_grace = 1;
2717 2453
2718 if (op->contr->outputs_sync) 2454 if (op->contr->outputs_sync)
2719 { 2455 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2456 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) 2457 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]); 2458 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2459 }
2724 2460
2725 if (op->contr->state == ST_PLAYING) 2461 if (op->contr->ns->state == ST_PLAYING)
2726 { 2462 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2463 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2464 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2465 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2466 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2467 else
2733 { 2468 {
2734 gen_hp = op->stats.maxhp; 2469 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2470 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2471 }
2472
2737 if (op->contr->gen_sp >= 0) 2473 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2474 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2475 else
2740 { 2476 {
2741 gen_sp = op->stats.maxsp; 2477 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2478 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2479 }
2480
2744 if (op->contr->gen_grace >= 0) 2481 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2483 else
2747 { 2484 {
2748 gen_grace = op->stats.maxgrace; 2485 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2501 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2503 op->stats.food = last_food;
2767 } 2504 }
2768 } 2505 }
2506
2769 if (max_sp > 1) 2507 if (max_sp > 1)
2770 { 2508 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2509 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2510 if (over_sp > 0)
2773 { 2511 {
2774 if (op->stats.sp < op->stats.maxsp) 2512 if (op->stats.sp < op->stats.maxsp)
2775 { 2513 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2517 op->stats.sp--;
2518
2779 if (op->stats.sp > op->stats.maxsp) 2519 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2520 op->stats.sp = op->stats.maxsp;
2781 } 2521 }
2782 op->last_sp = 0; 2522 op->last_sp = 0;
2783 } 2523 }
2784 else 2524 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2526 }
2789 else 2527 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2529 }
2794 2530
2795 /* Regenerate Grace */ 2531 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2532 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2533 if (--op->last_grace < 0)
2798 { 2534 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2535 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2536 op->stats.grace++; /* no penalty in food for regaining grace */
2537
2801 if (max_grace > 1) 2538 if (max_grace > 1)
2802 { 2539 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2540 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2541 if (over_grace > 0)
2805 { 2542 {
2833 op->stats.food += op->contr->digestion; 2570 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2571 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2572 op->stats.food = last_food;
2836 } 2573 }
2837 } 2574 }
2575
2838 if (max_hp > 1) 2576 if (max_hp > 1)
2839 { 2577 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2579 if (over_hp > 0)
2842 { 2580 {
2866 2604
2867 if (op->contr->gen_hp > 0) 2605 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2606 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2607 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609
2871 /* dms do not consume food */ 2610 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2612 op->stats.food--;
2874 } 2613 }
2875 }
2876 2614
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2615 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2616 {
2879 object *tmp, *flesh = NULL; 2617 object *tmp, *flesh = 0;
2880 2618
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2619 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2620 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2621 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2622 {
2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2624 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2626 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2627 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2628 break;
2891 } 2629 }
2892 else if (tmp->type == FLESH) 2630 else if (tmp->type == FLESH)
2893 flesh = tmp; 2631 flesh = tmp;
2894 } /* End if paid for object */ 2632 } /* End if paid for object */
2895 } /* end of for loop */ 2633 } /* end of for loop */
2634
2896 /* If player is still starving, it means they don't have any food, so 2635 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2636 * eat flesh instead.
2898 */ 2637 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2639 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2640 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2641 manual_apply (op, flesh, 0);
2903 } 2642 }
2904 } /* end if player is starving */ 2643 }
2905 2644
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2645 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2646 op->stats.food++, op->stats.hp--;
2908 2647
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2649 kill_player (op);
2650 }
2911} 2651}
2912
2913
2914 2652
2915/* If the player should die (lack of hp, food, etc), we call this. 2653/* 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 2654 * 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 2655 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2656 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2686 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..."); 2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2688
2951 /* restore player */ 2689 /* restore player */
2952 at = archetype::find ("poisoning"); 2690 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2691 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2692 {
2956 tmp->destroy (); 2693 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2695 }
2959 2696
2960 at = archetype::find ("confusion"); 2697 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2698 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2699 {
2964 tmp->destroy (); 2700 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2702 }
2967 2703
2969 op->stats.hp = op->stats.maxhp; 2705 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2706 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2707 op->stats.food = 999;
2972 2708
2973 /* create a bodypart-trophy to make the winner happy */ 2709 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2710 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2711 {
2977 sprintf (buf, "%s's finger", &op->name); 2712 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2713 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2714 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2715 " 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); 2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2717 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2718 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2719 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2720 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2721 }
2988 2722
2989 /* teleport defeated player to new destination */ 2723 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2724 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2725 op->contr->braced = 0;
2996 2730
2997 command_kill_pets (op, 0); 2731 command_kill_pets (op, 0);
2998 2732
2999 if (op->stats.food < 0) 2733 if (op->stats.food < 0)
3000 { 2734 {
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); 2735 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2736 strcpy (op->contr->killer, "starvation");
3010 } 2737 }
3011 else 2738 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); 2739 sprintf (buf, "%s died.", &op->name);
3021 } 2740
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2742
3024 /* save the map location for corpse, gravestone */ 2743 /* save the map location for corpse, gravestone */
3025 x = op->x; 2744 x = op->x;
3026 y = op->y; 2745 y = op->y;
3027 map = op->map; 2746 map = op->map;
3028 2747
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2748 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2749 * 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. 2750 * See the config.h file for a little more in depth detail about this.
3035 */ 2751 */
3036 2752
3037 /* Basically two ways to go - remove a stat permanently, or just 2753 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2754 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2755 * of death.
3040 */ 2756 */
3041#ifndef COZY_SERVER 2757#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2758 if (settings.balanced_stat_loss)
3043 { 2759 {
3044 /* If stat loss is permanent, lose one stat only. */ 2760 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2761 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2762 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2763 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2764 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2765 little bit harder. */
3050 /* GD */ 2766 /* GD */
3051 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2768 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2769 else
3057 { 2770 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2771 }
2772 else
3058 num_stats_lose = 1; 2773 num_stats_lose = 1;
3059 } 2774
3060 lost_a_stat = 0; 2775 lost_a_stat = 0;
3061 2776
3062 for (z = 0; z < num_stats_lose; z++) 2777 for (z = 0; z < num_stats_lose; z++)
3063 { 2778 {
3064 i = RANDOM () % NUM_STATS; 2779 i = RANDOM () % NUM_STATS;
3065 2780
3066 if (settings.stat_loss_on_death) 2781 if (settings.stat_loss_on_death)
3067 { 2782 {
3068 /* Pick a random stat and take a point off it. Tell the player 2783 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2784 * what he lost.
3070 */ 2785 */
3071 change_attr_value (&(op->stats), i, -1); 2786 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2787 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2788 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2789 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2790 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2791 lost_a_stat = 1;
2792 }
2793 else
2794 {
2795 /* deplete a stat */
2796 archetype *deparch = archetype::find ("depletion");
2797 object *dep;
2798
2799 dep = present_arch_in_ob (deparch, op);
2800 if (!dep)
2801 {
2802 dep = arch_to_object (deparch);
2803 insert_ob_in_ob (dep, op);
3077 } 2804 }
3078 else 2805 lose_this_stat = 1;
2806 if (settings.balanced_stat_loss)
3079 { 2807 {
3080 /* deplete a stat */ 2808 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2809 /* Get the stat that we're about to deplete. */
3082 object *dep; 2810 this_stat = get_attr_value (&(dep->stats), i);
3083 2811 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2812 {
3087 dep = arch_to_object (deparch); 2813 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2814 int keep_chance = this_stat * this_stat;
3089 } 2815
3090 lose_this_stat = 1; 2816 /* 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) 2817 if (keep_chance < 1)
2818 keep_chance = 1;
2819
2820 /* There is a maximum depletion total per level. */
2821 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2822 {
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; 2823 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2824 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2825 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 } 2826 }
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 */ 2827 else
3132 if (this_stat >= -50)
3133 { 2828 {
3134 change_attr_value (&(dep->stats), i, -1); 2829 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; 2830 lose_this_stat = 0;
2831 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2832 this_stat, keep_chance, loss_chance,
2833 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2834 }
3140 } 2835 }
3141 } 2836 }
2837
2838 if (lose_this_stat)
2839 {
2840 this_stat = get_attr_value (&(dep->stats), i);
2841 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low
2844 * and should be roughly the same, so it shouldn't make a
2845 * difference.
2846 */
2847 if (this_stat >= -50)
2848 {
2849 change_attr_value (&(dep->stats), i, -1);
2850 SET_FLAG (dep, FLAG_APPLIED);
2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852 op->update_stats ();
2853 lost_a_stat = 1;
2854 }
3142 } 2855 }
2856 }
2857 }
3143 /* If no stat lost, tell the player. */ 2858 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2859 if (!lost_a_stat)
3145 { 2860 {
3146 /* determine_god() seems to not work sometimes... why is this? 2861 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2862 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2863 const char *god = determine_god (op);
3149 2864
3150 if (god && (strcmp (god, "none"))) 2865 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); 2866 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2867 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2869 }
3155#else 2870#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2871 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2872#endif
3158 2873
3159 /* Put a gravestone up where the character 'almost' died. List the 2874 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2875 * exp loss on the stone.
3161 */ 2876 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2877 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2878 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2879 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2880 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2881 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); 2882 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; 2883 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2884 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2885 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2886
3172 /**************************************/ 2887 /**************************************/
3173 /* */ 2888 /* */
3174 /* Subtract the experience points, */ 2889 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2890 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2891 /* food, and reset HP's... */
3177 /* */ 2892 /* */
3178 /**************************************/ 2893 /**************************************/
3179 2894
3180 /* remove any poisoning and confusion the character may be suffering. */ 2895 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2896 /* restore player */
3182 at = archetype::find ("poisoning"); 2897 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2898 tmp = present_arch_in_ob (at, op);
3184 2899
3185 if (tmp) 2900 if (tmp)
3186 { 2901 {
3187 tmp->destroy (); 2902 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2904 }
3190 2905
3191 at = archetype::find ("confusion"); 2906 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2907 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2908 if (tmp)
3194 { 2909 {
3195 tmp->destroy (); 2910 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2912 }
3198 2913
3199 cure_disease (op, 0); /* remove any disease */ 2914 cure_disease (op, 0); /* remove any disease */
3200 2915
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2916 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2917 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2918 if (op->stats.food < 100)
3204 op->stats.food = 900; 2919 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2920 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2923
3209 /* 2924 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2925 * 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 2926 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2927 * in the map.
3213 */ 2928 */
3214 2929
3215 if (is_in_shop (op)) 2930 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2931 remove_unpaid_objects (op->inv, op);
3217 2932
3218 /****************************************/ 2933 /****************************************/
3219 /* */ 2934 /* */
3220 /* Move player to his current respawn- */ 2935 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2936 /* position (usually last savebed) */
3222 /* */ 2937 /* */
3223 /****************************************/ 2938 /****************************************/
3224 2939
3225 enter_player_savebed (op); 2940 enter_player_savebed (op);
3226 2941
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2942 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2943
3233 /* it is possible that the player has blown something up 2944 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2945 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2946 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2947 * on the space that might harm the player.
3237 */ 2948 */
3238 will_kill_again = 0; 2949 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2950 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2951 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2952 will_kill_again |= tmp->attacktype;
3242 2953
3243 if (will_kill_again) 2954 if (will_kill_again)
3244 { 2955 {
3245 object *force; 2956 object *force;
3246 int at; 2957 int at;
3247 2958
3248 force = get_archetype (FORCE_NAME); 2959 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2960 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2961 force->speed = 0.1;
3251 force->speed_left = -5.0; 2962 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2963 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2964 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2965 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2966 force->resist[at] = 100;
3256 2967
3257 insert_ob_in_ob (force, op); 2968 insert_ob_in_ob (force, op);
3258 fix_player (op); 2969 op->update_stats ();
3259 2970
3260 } 2971 }
3261 2972
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2973 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} 2974}
3331
3332 2975
3333void 2976void
3334loot_object (object *op) 2977loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2978{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2979 object *tmp, *tmp2, *next;
3337 2980
3338 if (op->container) 2981 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 2982 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 2983
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2984 for (tmp = op->inv; tmp; tmp = next)
3344 { 2985 {
3345 next = tmp->below; 2986 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2987
2988 if (tmp->invisible)
3347 continue; 2989 continue;
2990
3348 tmp->remove (); 2991 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2992 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 2993 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2994 { /* empty container to ground */
3352 loot_object (tmp); 2995 loot_object (tmp);
3374 */ 3017 */
3375 3018
3376void 3019void
3377fix_weight (void) 3020fix_weight (void)
3378{ 3021{
3379 player *pl; 3022 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3023 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3025
3385 if (old == sum) 3026 if (old == sum)
3386 continue; 3027 continue;
3387 fix_player (pl->ob); 3028 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3029 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3030 }
3390} 3031}
3391 3032
3392void 3033void
3393fix_luck (void) 3034fix_luck (void)
3394{ 3035{
3395 player *pl; 3036 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3037 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3038 pl->ob->change_luck (0);
3400} 3039}
3401
3402 3040
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3041/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3042 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3043 * just treat this as any other spell casting object.
3406 */ 3044 */
3407
3408void 3045void
3409cast_dust (object *op, object *throw_ob, int dir) 3046cast_dust (object *op, object *throw_ob, int dir)
3410{ 3047{
3411 object *skop, *spob; 3048 object *skop, *spob;
3412 3049
3457 object *tmp = NULL; 3094 object *tmp = NULL;
3458 3095
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3097 return 1;
3461 3098
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; 3099 return 0;
3468} 3100}
3469 3101
3470/* look at the surrounding terrain to determine 3102/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3103 * the hideability of this object. Positive levels
3527 3159
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3160 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3161
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3162 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3163 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3164 if (!skop || num >= skop->level)
3534 { 3165 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3166 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3167 make_visible (op);
3537 return; 3168 return;
3538 } 3169 }
3539 else 3170 else
3540 num += 20; 3171 num += 20;
3541 } 3172
3542 num += op->map->difficulty; 3173 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3174 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3175 num -= hide;
3176
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3178 {
3547 make_visible (op); 3179 make_visible (op);
3548 if (op->type == PLAYER) 3180 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3181 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3182 }
3551 else if (op->type == PLAYER && skop) 3183 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3184 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3185}
3556 3186
3557/* determine if who is standing near a hostile creature. */ 3187/* determine if who is standing near a hostile creature. */
3558 3188
3559int 3189int
3586 if (mflags & P_OUT_OF_MAP) 3216 if (mflags & P_OUT_OF_MAP)
3587 continue; 3217 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3218 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3219 continue;
3590 3220
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3221 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3222 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3223 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3224 return 1;
3595 else if (tmp->type == PLAYER) 3225 else if (tmp->type == PLAYER)
3596 { 3226 {
3626 if (pl->type != PLAYER) 3256 if (pl->type != PLAYER)
3627 { 3257 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3258 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3259 return -1;
3630 } 3260 }
3261
3631 if (!pl || !op) 3262 if (!pl || !op)
3632 return 0; 3263 return 0;
3633 3264
3634 if (op->head)
3635 {
3636 op = op->head; 3265 op = op->head_ ();
3637 } 3266
3638 get_rangevector (pl, op, &rv, 0x1); 3267 get_rangevector (pl, op, &rv, 0x1);
3639 3268
3640 /* starting with the 'head' part, lets loop 3269 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3270 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3271 * part that is in the los array but isnt on
3650 3279
3651 /* only the viewable area the player sees is updated by LOS 3280 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3281 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3282 * for any meaningful values.
3654 */ 3283 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3285 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3286 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3287 return 1;
3659 op = op->more; 3288 op = op->more;
3660 } 3289 }
3661 return 0; 3290 return 0;
3662} 3291}
3772 if (trlist == NULL || who->type != PLAYER) 3401 if (trlist == NULL || who->type != PLAYER)
3773 return; 3402 return;
3774 3403
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3404 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3405
3777 if (tr == NULL || tr->item == NULL) 3406 if (!tr || !tr->item)
3778 { 3407 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3408 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3409 return;
3781 } 3410 }
3782 3411
3848 { 3477 {
3849 /* forces in the treasurelist can alter the player's stats */ 3478 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3479 object *skin;
3851 3480
3852 /* first get the dragon skin force */ 3481 /* first get the dragon skin force */
3482 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); 3483 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3484 ;
3485
3854 if (skin == NULL) 3486 if (!skin)
3855 return; 3487 return;
3856 3488
3857 /* adding new spellpath attunements */ 3489 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3490 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3491 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines