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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 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);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 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);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
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)
179 return;
180
181 players.insert (this);
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)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
377}
378
379player::~player ()
380{
381 /* Clear item stack */
382 free (stack_items);
383}
384
300/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
302 * mode. 387 * mode.
303 */ 388 */
304 389player *
305int 390player::create ()
306add_player (client_socket *ns)
307{ 391{
308 player *p = new player; 392 player *pl = new player;
309 393
310 p->socket = ns; 394 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 395 set_first_map (pl->ob);
319 396
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 397 return pl;
328} 398}
329 399
330/* 400/*
331 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
341 { 411 {
342 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
343 at = first_archetype; 413 at = first_archetype;
344 else 414 else
345 at = at->next; 415 at = at->next;
416
346 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
347 return at; 418 return at;
419
348 if (at == start) 420 if (at == start)
349 { 421 {
350 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 423 exit (-1);
352 } 424 }
353 } 425 }
354} 426}
355 427
356
357object * 428object *
358get_nearest_player (object *mon) 429get_nearest_player (object *mon)
359{ 430{
360 object *op = NULL; 431 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 432 objectlink *ol;
363 unsigned lastdist; 433 unsigned lastdist;
364 rv_vector rv; 434 rv_vector rv;
365 435
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 437 {
368 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 445 object *tmp = ol->ob;
376 446
377 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 448 * itself will have been cleared.
379 */ 449 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
381 ol = ol->next; 452 ol = ol->next;
382 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
383 if (!ol) 454 if (!ol)
384 return op; 455 return op;
385 } 456 }
398 { 469 {
399 op = ol->ob; 470 op = ol->ob;
400 lastdist = rv.distance; 471 lastdist = rv.distance;
401 } 472 }
402 } 473 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 474
404 { 475 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
409 { 478 {
410 op = pl->ob; 479 op = pl->ob;
411 lastdist = rv.distance; 480 lastdist = rv.distance;
412 } 481 }
413 } 482
414 }
415#if 0 483#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 485#endif
418 return op; 486 return op;
419} 487}
437 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 507 * is probably not a good thing.
440 */ 508 */
441#define MAX_SPACES 50 509#define MAX_SPACES 50
442
443 510
444/* 511/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
687 link_player_skills (pl); 754 link_player_skills (pl);
688} 755}
689 756
690void 757void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
775{ 759{
776 if (party == NULL) 760 if (party == NULL)
777 { 761 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 763 return;
780 } 764 }
765
781 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 770}
786
787 771
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 773static int
790roll_stat (void) 774roll_stat (void)
791{ 775{
792 int a[4], i, j, k; 776 int a[4], i, j, k;
793 777
794 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 782 if (a[i] < k)
799 k = a[i], j = i; 783 k = a[i], j = i;
800 784
801 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 786 if (i != j)
804 k += a[i]; 787 k += a[i];
805 } 788
806 return k; 789 return k;
807} 790}
808 791
809void 792void
810roll_stats (object *op) 793object::roll_stats ()
811{ 794{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 795 int statsort [7];
815 796
816 do 797 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 798 {
827 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
828 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
829 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 809
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
862 817
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 818 stats.exp = 0;
874 op->stats.ac = 0; 819 stats.ac = 0;
875 820
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
884 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
885} 833}
886 834
887void 835void
888Roll_Again (object *op) 836object::swap_stats (int a, int b)
889{ 837{
890 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 841
895void 842 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
897{ 874{
898 signed char tmp;
899 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
900 876
901 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 881}
1016 882
1017/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1021 * not the class. 887 * not the class.
1022 */ 888 */
1023
1024int 889int
1025key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1026{ 891{
1027 int tmp_loop; 892 int tmp_loop;
1028 893
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1036 { 895 {
1037 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1038 897
1039 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1045 904
1046 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1048 907
1049 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1050 909
1051 if (op->msg) 910 if (op->msg)
1052 op->msg = NULL; 911 op->msg = NULL;
1053 912
1054 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1063 start_info (op); 922 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 925 link_player_skills (op);
1067 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1068 fix_player (op); 927 op->update_stats ();
1069 928
1070 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1071 * is one for this race 930 * is one for this race
1072 */ 931 */
1073 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1074 { 933 {
1075 object *tmp; 934 object *tmp;
1076 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1077 936
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 938 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1085 * default initial map */ 944 * default initial map */
1086 tmp->destroy (); 945 tmp->destroy ();
1087 } 946 }
1088 else 947 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 949
1092 return 0; 950 return 0;
1093 } 951 }
1094 952
1095 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1100 while (!tmp_loop) 958 while (!tmp_loop)
1101 { 959 {
1102 shstr name = op->name; 960 shstr name = op->name;
1103 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1104 962
1105 remove_statbonus (op); 963 op->remove_statbonus ();
1106 op->remove (); 964 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1109 op->instantiate (); 967 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1112 op->x = x; 970 op->x = x;
1113 op->y = y; 971 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 975 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1119 } 977 }
1120 978
1121 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 981 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 984 op->stats.grace = 0;
1127 985
1128 if (op->msg) 986 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 988
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0; 990 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 991}
1183 992
1184void 993void
1185flee_player (object *op) 994flee_player (object *op)
1186{ 995{
1216 { 1025 {
1217 op->enemy = NULL; 1026 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1028 return;
1220 } 1029 }
1030
1221 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1222 1032
1223 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1225 { 1035 {
1226 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1227 1037
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1039 return;
1231 }
1232 } 1040 }
1041
1233 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1044 op->enemy = NULL;
1236} 1045}
1237 1046
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1134 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1139 }
1140
1359 /* philosophy: 1141 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1146 * example.
1365 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1575 if (!dir)
1794 { 1576 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1578 return 0;
1797 } 1579 }
1580
1798 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1800 else 1583 else
1801 { 1584 {
1802 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1810 { 1593 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1595 return 0;
1813 } 1596 }
1814 } 1597 }
1598
1815 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1816 { 1600 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1602 return 0;
1819 } 1603 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1606
1823 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1826 if (bowspeed < 1) 1611 if (bowspeed < 1)
1827 bowspeed = 1; 1612 bowspeed = 1;
1828 1613
1829 if (arrow == NULL) 1614 if (arrow == NULL)
1830 { 1615 {
1836 else 1621 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1623 return 0;
1839 } 1624 }
1840 } 1625 }
1626
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1629 return 0;
1845 } 1630
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1632 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1633 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1634 return 0;
1850 } 1635 }
1856 return 0; 1641 return 0;
1857 } 1642 }
1858 1643
1859 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1646 if (!arrow)
1862 { 1647 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1649 return 0;
1865 } 1650 }
1651
1866 arrow->set_owner (op); 1652 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1654 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1655
1873 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1874 { 1657 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1659 op->update_stats ();
1877 } 1660 }
1878 1661
1879 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1891 1674
1892 /* update the speed */ 1675 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1678
1896 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1900 1681
1901 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1902 { 1683 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1694 }
1914 1695
1915 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1917 1698
1918 if (bow->slaying != NULL) 1699 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1920 1701
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1704
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1927 1707
1928 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1709 move_arrow (arrow);
1930 1710
1931 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1957 } 1737 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1739 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1741 wcmod = -1;
1742
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1744 }
1964 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1965 { 1746 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1817
2037 if (item->arch) 1818 if (item->arch)
2038 { 1819 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2041 item->speed = 0; 1822 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1823 }
1824
2044 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1827 }
2047 } 1828 }
2048 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1830 drain_rod_charge (item);
2051 }
2052 } 1831 }
2053} 1832}
2054 1833
2055/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2056 */ 1835 */
2095 { 1874 {
2096 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return; 1877 return;
2099 } 1878 }
1879
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1881 return;
2102 case range_builder: 1882 case range_builder:
2103 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2104 return; 1884 return;
2105 default: 1885 default:
2199 * 0 otherwise 1979 * 0 otherwise
2200 */ 1980 */
2201static int 1981static int
2202player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2203{ 1983{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2208 */ 1987 */
2209 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2251 */ 2030 */
2252
2253void 2031void
2254move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2255{ 2033{
2256 object *tmp, *mon; 2034 object *tmp, *mon;
2257 sint16 nx, ny; 2035 sint16 nx, ny;
2259 maptile *m; 2037 maptile *m;
2260 2038
2261 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2263 2041
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2265 2043
2266 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2274 */ 2052 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2054 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2056 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2280 if (!m) 2058 if (!m)
2281 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2282 } 2060 }
2283 else 2061 else
2284 m = op->map; 2062 m = op->map;
2285 2063
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2065 return;
2290 }
2291 2066
2292 mon = NULL; 2067 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2071 * on the space
2297 */ 2072 */
2298 while (tmp != NULL) 2073 while (tmp)
2299 { 2074 {
2300 if (tmp == op) 2075 if (tmp == op)
2301 { 2076 {
2302 tmp = tmp->above; 2077 tmp = tmp->above;
2303 continue; 2078 continue;
2313 mon = tmp; 2088 mon = tmp;
2314 2089
2315 tmp = tmp->above; 2090 tmp = tmp->above;
2316 } 2091 }
2317 2092
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2094 return; /* into a wall */
2320 2095
2321 if (mon->head != NULL) 2096 if (mon->head)
2322 mon = mon->head; 2097 mon = mon->head;
2323 2098
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2326 return; 2101 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2124 {
2350 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2126 if (op->contr->braced)
2352 return; 2127 return;
2128
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2132 make_visible (op);
2133
2357 return; 2134 return;
2358 } 2135 }
2359 2136
2360 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2140 * attack them either.
2364 */ 2141 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2145 (op->contr->peaceful
2369 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2370 && mon->contr-> 2147 && mon->contr->
2371 peaceful)) && 2148 peaceful)) &&
2372#else 2149#else
2373 op->contr->peaceful && 2150 op->contr->peaceful &&
2374#endif 2151#endif
2375 !on_battleground)) 2152 !on_battleground))
2376 { 2153 {
2377 if (!op->contr->braced) 2154 if (!op->contr->braced)
2378 { 2155 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2381 } 2158 }
2382 else 2159 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2161
2386 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2163 make_visible (op);
2388 } 2164 }
2389 2165
2390 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2181 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2184 {
2410 2185
2411 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2194
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2196 }
2422 2197
2423 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2424 2199
2425 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2203 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2206 {
2432 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2433 2208
2434 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2437 } 2212 }
2213
2438 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2439 make_visible (op); 2215 make_visible (op);
2440 } 2216 }
2441 } /* if player should attack something */ 2217 } /* if player should attack something */
2442} 2218}
2444int 2220int
2445move_player (object *op, int dir) 2221move_player (object *op, int dir)
2446{ 2222{
2447 int pick; 2223 int pick;
2448 2224
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2226 return 0;
2451 2227
2452 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2454 { 2230 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2232 return 0;
2457 } 2233 }
2458 2234
2459 /* peterm: added following line */ 2235 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462 2238
2463 op->facing = dir; 2239 op->facing = dir;
2464 2240
2477 2253
2478 /* Add special check for newcs players and fire on - this way, the 2254 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2255 * server can handle repeat firing.
2480 */ 2256 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2258 op->direction = dir;
2484 }
2485 else 2259 else
2486 {
2487 op->direction = 0; 2260 op->direction = 0;
2488 } 2261
2489 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2264 * for players.
2492 */ 2265 */
2493 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2545 2318
2546 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2321 * called, so we recheck it here.
2549 */ 2322 */
2550 HandleClient (op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2551 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2552 return 0; 2327 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2329 {
2556 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2331 op->speed_left--;
2558 2332
2559 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2562 */ 2336 */
2563 move_player (op, op->direction); 2337 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2338
2565 return 1; 2339 return op->speed_left > 0;
2566 else 2340 }
2567 return 0;
2568 } 2341 }
2569 2342
2570 return 0; 2343 return 0;
2571} 2344}
2572 2345
2592 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2593 2366
2594 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2595 op->stats.food = 999; 2368 op->stats.food = 999;
2596 2369
2597 fix_player (op); 2370 op->update_stats ();
2598 return 1; 2371 return 1;
2599 } 2372 }
2600 2373
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2387{
2615 object *next; 2388 object *next;
2616 2389
2617 while (op) 2390 while (op)
2618 { 2391 {
2619 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2393
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2395 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2630 } 2400 }
2631 else if (op->inv) 2401 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2633 2403
2634 op = next; 2404 op = next;
2635 } 2405 }
2636} 2406}
2637
2638 2407
2639/* 2408/*
2640 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2446 strcat (buf2, buf);
2678 2447
2679 return buf2; 2448 return buf2;
2680} 2449}
2681
2682
2683 2450
2684void 2451void
2685do_some_living (object *op) 2452do_some_living (object *op)
2686{ 2453{
2687 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2696 const int max_grace = 1; 2463 const int max_grace = 1;
2697 2464
2698 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2699 { 2466 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2470 }
2704 2471
2705 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2706 { 2473 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2478 else
2713 { 2479 {
2714 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2482 }
2483
2717 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2486 else
2720 { 2487 {
2721 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2490 }
2491
2724 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2494 else
2727 { 2495 {
2728 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2514 op->stats.food = last_food;
2747 } 2515 }
2748 } 2516 }
2517
2749 if (max_sp > 1) 2518 if (max_sp > 1)
2750 { 2519 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2521 if (over_sp > 0)
2753 { 2522 {
2754 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2755 { 2524 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2528 op->stats.sp--;
2529
2759 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2761 } 2532 }
2762 op->last_sp = 0; 2533 op->last_sp = 0;
2763 } 2534 }
2764 else 2535 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2537 }
2769 else 2538 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2540 }
2774 2541
2775 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2778 { 2545 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2781 if (max_grace > 1) 2549 if (max_grace > 1)
2782 { 2550 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2552 if (over_grace > 0)
2785 { 2553 {
2813 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2583 op->stats.food = last_food;
2816 } 2584 }
2817 } 2585 }
2586
2818 if (max_hp > 1) 2587 if (max_hp > 1)
2819 { 2588 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2590 if (over_hp > 0)
2822 { 2591 {
2846 2615
2847 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2618 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2851 /* dms do not consume food */ 2621 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2623 op->stats.food--;
2854 } 2624 }
2855 }
2856 2625
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2627 {
2859 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2860 2629
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2631 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2639 break;
2871 } 2640 }
2872 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2873 flesh = tmp; 2642 flesh = tmp;
2874 } /* End if paid for object */ 2643 } /* End if paid for object */
2875 } /* end of for loop */ 2644 } /* end of for loop */
2645
2876 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2647 * eat flesh instead.
2878 */ 2648 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2650 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2883 } 2653 }
2884 } /* end if player is starving */ 2654 }
2885 2655
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2888 2658
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2660 kill_player (op);
2661 }
2891} 2662}
2892
2893
2894 2663
2895/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2667 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2699
2931 /* restore player */ 2700 /* restore player */
2932 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2703 {
2936 tmp->destroy (); 2704 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2706 }
2939 2707
2940 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2710 {
2944 tmp->destroy (); 2711 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2713 }
2947 2714
2949 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2718 op->stats.food = 999;
2952 2719
2953 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2722 {
2957 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2724 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2728 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2732 }
2968 2733
2969 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2736 op->contr->braced = 0;
2976 2741
2977 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2978 2743
2979 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2980 { 2745 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2990 } 2748 }
2991 else 2749 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3001 } 2751
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2753
3004 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3005 x = op->x; 2755 x = op->x;
3006 y = op->y; 2756 y = op->y;
3007 map = op->map; 2757 map = op->map;
3008 2758
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
3015 */ 2762 */
3016 2763
3017 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2766 * of death.
3020 */ 2767 */
3021#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3023 { 2770 {
3024 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2773 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2776 little bit harder. */
3030 /* GD */ 2777 /* GD */
3031 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2779 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2780 else
3037 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3038 num_stats_lose = 1; 2784 num_stats_lose = 1;
3039 } 2785
3040 lost_a_stat = 0; 2786 lost_a_stat = 0;
3041 2787
3042 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3043 { 2789 {
3044 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3045 2791
3046 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3047 { 2793 {
3048 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2795 * what he lost.
3050 */ 2796 */
3051 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2802 lost_a_stat = 1;
2803 }
2804 else
2805 {
2806 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion");
2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2812 {
2813 dep = arch_to_object (deparch);
2814 insert_ob_in_ob (dep, op);
3057 } 2815 }
3058 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3059 { 2818 {
3060 /* deplete a stat */ 2819 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3062 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3063 2822 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2823 {
3067 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3069 } 2826
3070 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2833 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2834 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2836 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2837 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2838 else
3112 if (this_stat >= -50)
3113 { 2839 {
3114 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2845 }
3120 } 2846 }
3121 } 2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2859 {
2860 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats ();
2864 lost_a_stat = 1;
2865 }
3122 } 2866 }
2867 }
2868 }
3123 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2870 if (!lost_a_stat)
3125 { 2871 {
3126 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3129 2875
3130 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2878 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2880 }
3135#else 2881#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2883#endif
3138 2884
3139 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2886 * exp loss on the stone.
3141 */ 2887 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2890 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3147 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); 2893 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);
3148 tmp->msg = buf; 2894 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2897
3152 /**************************************/ 2898 /**************************************/
3153 /* */ 2899 /* */
3154 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3157 /* */ 2903 /* */
3158 /**************************************/ 2904 /**************************************/
3159 2905
3160 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2907 /* restore player */
3162 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3164 2910
3165 if (tmp) 2911 if (tmp)
3166 { 2912 {
3167 tmp->destroy (); 2913 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2915 }
3170 2916
3171 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2919 if (tmp)
3174 { 2920 {
3175 tmp->destroy (); 2921 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2923 }
3178 2924
3179 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3180 2926
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3184 op->stats.food = 900; 2930 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2934
3189 /* 2935 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2938 * in the map.
3193 */ 2939 */
3194 2940
3195 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3197 2943
3198 /****************************************/ 2944 /****************************************/
3199 /* */ 2945 /* */
3200 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3202 /* */ 2948 /* */
3203 /****************************************/ 2949 /****************************************/
3204 2950
3205 enter_player_savebed (op); 2951 enter_player_savebed (op);
3206 2952
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2953 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2954
3213 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2958 * on the space that might harm the player.
3217 */ 2959 */
3218 will_kill_again = 0; 2960 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3222 2964
3223 if (will_kill_again) 2965 if (will_kill_again)
3224 { 2966 {
3225 object *force; 2967 object *force;
3226 int at; 2968 int at;
3227 2969
3228 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2972 force->speed = 0.1;
3231 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2977 force->resist[at] = 100;
3236 2978
3237 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3238 fix_player (op); 2980 op->update_stats ();
3239 2981
3240 } 2982 }
3241 2983
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2985}
3311
3312 2986
3313void 2987void
3314loot_object (object *op) 2988loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3317 2991
3318 if (op->container) 2992 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 2994
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3324 { 2996 {
3325 next = tmp->below; 2997 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3327 continue; 3000 continue;
3001
3328 tmp->remove (); 3002 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3005 { /* empty container to ground */
3332 loot_object (tmp); 3006 loot_object (tmp);
3354 */ 3028 */
3355 3029
3356void 3030void
3357fix_weight (void) 3031fix_weight (void)
3358{ 3032{
3359 player *pl; 3033 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3034 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3036
3365 if (old == sum) 3037 if (old == sum)
3366 continue; 3038 continue;
3367 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3041 }
3370} 3042}
3371 3043
3372void 3044void
3373fix_luck (void) 3045fix_luck (void)
3374{ 3046{
3375 player *pl; 3047 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3380} 3050}
3381
3382 3051
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3386 */ 3055 */
3387
3388void 3056void
3389cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3390{ 3058{
3391 object *skop, *spob; 3059 object *skop, *spob;
3392 3060
3437 object *tmp = NULL; 3105 object *tmp = NULL;
3438 3106
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3108 return 1;
3441 3109
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3110 return 0;
3448} 3111}
3449 3112
3450/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3507 3170
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3172
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3514 { 3176 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3178 make_visible (op);
3517 return; 3179 return;
3518 } 3180 }
3519 else 3181 else
3520 num += 20; 3182 num += 20;
3521 } 3183
3522 num += op->map->difficulty; 3184 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3186 num -= hide;
3187
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3189 {
3527 make_visible (op); 3190 make_visible (op);
3528 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3193 }
3531 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3196}
3536 3197
3537/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3538 3199
3539int 3200int
3566 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3567 continue; 3228 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3230 continue;
3570 3231
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3233 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3235 return 1;
3575 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3576 { 3237 {
3606 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3607 { 3268 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3270 return -1;
3610 } 3271 }
3272
3611 if (!pl || !op) 3273 if (!pl || !op)
3612 return 0; 3274 return 0;
3613 3275
3614 if (op->head)
3615 {
3616 op = op->head; 3276 op = op->head_ ();
3617 } 3277
3618 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3619 3279
3620 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3281 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3630 3290
3631 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3292 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3293 * for any meaningful values.
3634 */ 3294 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3298 return 1;
3639 op = op->more; 3299 op = op->more;
3640 } 3300 }
3641 return 0; 3301 return 0;
3642} 3302}
3752 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3753 return; 3413 return;
3754 3414
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3416
3757 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3758 { 3418 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3420 return;
3761 } 3421 }
3762 3422
3828 { 3488 {
3829 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3490 object *skin;
3831 3491
3832 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3834 if (skin == NULL) 3497 if (!skin)
3835 return; 3498 return;
3836 3499
3837 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3502 {

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