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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 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);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 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);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179} 151}
180 152
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287}
288
289/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
290static void 154static void
291set_first_map (object *op) 155set_first_map (object *op)
292{ 156{
293 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
294 op->x = -1; 158 op->x = -1;
295 op->y = -1; 159 op->y = -1;
296 enter_exit (op, NULL);
297} 160}
298 161
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
299/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 387 * mode.
302 */ 388 */
303 389player *
304int 390player::create ()
305add_player (client *ns)
306{ 391{
307 player *p = new player; 392 player *pl = new player;
308 393
309 p->socket = ns; 394 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob); 395 set_first_map (pl->ob);
318 396
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 397 return pl;
327} 398}
328 399
329/* 400/*
330 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
340 { 411 {
341 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
342 at = first_archetype; 413 at = first_archetype;
343 else 414 else
344 at = at->next; 415 at = at->next;
416
345 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
346 return at; 418 return at;
419
347 if (at == start) 420 if (at == start)
348 { 421 {
349 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 423 exit (-1);
351 } 424 }
352 } 425 }
353} 426}
354 427
355
356object * 428object *
357get_nearest_player (object *mon) 429get_nearest_player (object *mon)
358{ 430{
359 object *op = NULL; 431 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 432 objectlink *ol;
362 unsigned lastdist; 433 unsigned lastdist;
363 rv_vector rv; 434 rv_vector rv;
364 435
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 437 {
367 /* 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
368 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 445 object *tmp = ol->ob;
375 446
376 /* 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
377 * itself will have been cleared. 448 * itself will have been cleared.
378 */ 449 */
379 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 ());
380 ol = ol->next; 452 ol = ol->next;
381 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
382 if (!ol) 454 if (!ol)
383 return op; 455 return op;
384 } 456 }
397 { 469 {
398 op = ol->ob; 470 op = ol->ob;
399 lastdist = rv.distance; 471 lastdist = rv.distance;
400 } 472 }
401 } 473 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 474
403 { 475 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
408 { 478 {
409 op = pl->ob; 479 op = pl->ob;
410 lastdist = rv.distance; 480 lastdist = rv.distance;
411 } 481 }
412 } 482
413 }
414#if 0 483#if 0
415 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)");
416#endif 485#endif
417 return op; 486 return op;
418} 487}
436 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 507 * is probably not a good thing.
439 */ 508 */
440#define MAX_SPACES 50 509#define MAX_SPACES 50
441
442 510
443/* 511/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
685 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
686 link_player_skills (pl); 754 link_player_skills (pl);
687} 755}
688 756
689void 757void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
774{ 759{
775 if (party == NULL) 760 if (party == NULL)
776 { 761 {
777 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);
778 return; 763 return;
779 } 764 }
765
780 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
783 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:");
784} 770}
785
786 771
787/* 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. */
788int 773static int
789roll_stat (void) 774roll_stat (void)
790{ 775{
791 int a[4], i, j, k; 776 int a[4], i, j, k;
792 777
793 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 782 if (a[i] < k)
798 k = a[i], j = i; 783 k = a[i], j = i;
799 784
800 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 786 if (i != j)
803 k += a[i]; 787 k += a[i];
804 } 788
805 return k; 789 return k;
806} 790}
807 791
808void 792void
809roll_stats (object *op) 793object::roll_stats ()
810{ 794{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 795 int statsort [7];
814 796
815 do 797 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 798 {
826 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
827 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
828 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 809
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
861 817
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 818 stats.exp = 0;
873 op->stats.ac = 0; 819 stats.ac = 0;
874 820
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
884} 833}
885 834
886void 835void
887Roll_Again (object *op) 836object::swap_stats (int a, int b)
888{ 837{
889 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[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);
892}
893 841
894void 842 stats.Str = contr->orig_stats.Str;
895Swap_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)
896{ 874{
897 signed char tmp;
898 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
899 876
900 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 881}
1015 882
1016/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1020 * not the class. 887 * not the class.
1021 */ 888 */
1022
1023int 889int
1024key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1025{ 891{
1026 int tmp_loop; 892 int tmp_loop;
1027 893
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1035 { 895 {
1036 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1037 897
1038 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1044 904
1045 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1047 907
1048 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1049 909
1050 if (op->msg) 910 if (op->msg)
1051 op->msg = NULL; 911 op->msg = NULL;
1052 912
1053 /* 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
1062 start_info (op); 922 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 925 link_player_skills (op);
1066 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1067 fix_player (op); 927 op->update_stats ();
1068 928
1069 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1070 * is one for this race 930 * is one for this race
1071 */ 931 */
1072 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1073 { 933 {
1074 object *tmp; 934 object *tmp;
1075 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1076 936
1077 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);
1078 tmp = object::create (); 938 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1082 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;
1083 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1084 * default initial map */ 944 * default initial map */
1085 tmp->destroy (); 945 tmp->destroy ();
1086 } 946 }
1087 else 947 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 949
1091 return 0; 950 return 0;
1092 } 951 }
1093 952
1094 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1099 while (!tmp_loop) 958 while (!tmp_loop)
1100 { 959 {
1101 shstr name = op->name; 960 shstr name = op->name;
1102 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1103 962
1104 remove_statbonus (op); 963 op->remove_statbonus ();
1105 op->remove (); 964 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1108 op->instantiate (); 967 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1111 op->x = x; 970 op->x = x;
1112 op->y = y; 971 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 975 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1118 } 977 }
1119 978
1120 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 981 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 984 op->stats.grace = 0;
1126 985
1127 if (op->msg) 986 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 988
1130 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");
1131 return 0; 990 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 991}
1182 992
1183void 993void
1184flee_player (object *op) 994flee_player (object *op)
1185{ 995{
1215 { 1025 {
1216 op->enemy = NULL; 1026 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1028 return;
1219 } 1029 }
1030
1220 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1221 1032
1222 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1224 { 1035 {
1225 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1226 1037
1227 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)))
1228 {
1229 return; 1039 return;
1230 }
1231 } 1040 }
1041
1232 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1044 op->enemy = NULL;
1235} 1045}
1236 1046
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1134 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1139 }
1140
1358 /* philosophy: 1141 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1146 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1575 if (!dir)
1793 { 1576 {
1794 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!");
1795 return 0; 1578 return 0;
1796 } 1579 }
1580
1797 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1799 else 1583 else
1800 { 1584 {
1801 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1809 { 1593 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1595 return 0;
1812 } 1596 }
1813 } 1597 }
1598
1814 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1815 { 1600 {
1816 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);
1817 return 0; 1602 return 0;
1818 } 1603 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1606
1822 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1825 if (bowspeed < 1) 1611 if (bowspeed < 1)
1826 bowspeed = 1; 1612 bowspeed = 1;
1827 1613
1828 if (arrow == NULL) 1614 if (arrow == NULL)
1829 { 1615 {
1835 else 1621 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1623 return 0;
1838 } 1624 }
1839 } 1625 }
1626
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1629 return 0;
1844 } 1630
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1632 {
1847 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.");
1848 return 0; 1634 return 0;
1849 } 1635 }
1855 return 0; 1641 return 0;
1856 } 1642 }
1857 1643
1858 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1646 if (!arrow)
1861 { 1647 {
1862 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);
1863 return 0; 1649 return 0;
1864 } 1650 }
1651
1865 arrow->set_owner (op); 1652 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1654 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1655
1872 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1873 { 1657 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1659 op->update_stats ();
1876 } 1660 }
1877 1661
1878 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1890 1674
1891 /* update the speed */ 1675 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 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;
1894 1678
1895 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1899 1681
1900 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1901 { 1683 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1694 }
1913 1695
1914 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1916 1698
1917 if (bow->slaying != NULL) 1699 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1919 1701
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1704
1924 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);
1925 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1926 1707
1927 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1709 move_arrow (arrow);
1929 1710
1930 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1956 } 1737 }
1957 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)
1958 { 1739 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1741 wcmod = -1;
1742
1961 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);
1962 } 1744 }
1963 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1964 { 1746 {
1965 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);
2035 1817
2036 if (item->arch) 1818 if (item->arch)
2037 { 1819 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2040 item->speed = 0; 1822 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1823 }
1824
2043 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1827 }
2046 } 1828 }
2047 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1830 drain_rod_charge (item);
2050 }
2051 } 1831 }
2052} 1832}
2053 1833
2054/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2055 */ 1835 */
2094 { 1874 {
2095 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2096 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.");
2097 return; 1877 return;
2098 } 1878 }
1879
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return; 1881 return;
2101 case range_builder: 1882 case range_builder:
2102 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2103 return; 1884 return;
2104 default: 1885 default:
2198 * 0 otherwise 1979 * 0 otherwise
2199 */ 1980 */
2200static int 1981static int
2201player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2202{ 1983{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2207 */ 1987 */
2208 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2250 */ 2030 */
2251
2252void 2031void
2253move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2254{ 2033{
2255 object *tmp, *mon; 2034 object *tmp, *mon;
2256 sint16 nx, ny; 2035 sint16 nx, ny;
2258 maptile *m; 2037 maptile *m;
2259 2038
2260 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2262 2041
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2264 2043
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2273 */ 2052 */
2274 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))
2275 { 2054 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2056 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2279 if (!m) 2058 if (!m)
2280 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2281 } 2060 }
2282 else 2061 else
2283 m = op->map; 2062 m = op->map;
2284 2063
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2065 return;
2289 }
2290 2066
2291 mon = NULL; 2067 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2071 * on the space
2296 */ 2072 */
2297 while (tmp != NULL) 2073 while (tmp)
2298 { 2074 {
2299 if (tmp == op) 2075 if (tmp == op)
2300 { 2076 {
2301 tmp = tmp->above; 2077 tmp = tmp->above;
2302 continue; 2078 continue;
2312 mon = tmp; 2088 mon = tmp;
2313 2089
2314 tmp = tmp->above; 2090 tmp = tmp->above;
2315 } 2091 }
2316 2092
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2094 return; /* into a wall */
2319 2095
2320 if (mon->head != NULL) 2096 if (mon->head)
2321 mon = mon->head; 2097 mon = mon->head;
2322 2098
2323 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))
2324 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2325 return; 2101 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2124 {
2349 /* 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 */
2350 if (op->contr->braced) 2126 if (op->contr->braced)
2351 return; 2127 return;
2128
2352 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);
2353 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2132 make_visible (op);
2133
2356 return; 2134 return;
2357 } 2135 }
2358 2136
2359 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2140 * attack them either.
2363 */ 2141 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (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)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2145 (op->contr->peaceful
2368 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2369 && mon->contr-> 2147 && mon->contr->
2370 peaceful)) && 2148 peaceful)) &&
2371#else 2149#else
2372 op->contr->peaceful && 2150 op->contr->peaceful &&
2373#endif 2151#endif
2374 !on_battleground)) 2152 !on_battleground))
2375 { 2153 {
2376 if (!op->contr->braced) 2154 if (!op->contr->braced)
2377 { 2155 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2380 } 2158 }
2381 else 2159 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2161
2385 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2163 make_visible (op);
2387 } 2164 }
2388 2165
2389 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2400 * 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
2401 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2181 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2184 {
2409 2185
2410 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2194
2419 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 */
2420 } 2196 }
2421 2197
2422 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2423 2199
2424 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2203 * the wiz.
2429 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))
2430 { 2206 {
2431 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2432 2208
2433 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2436 } 2212 }
2213
2437 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2438 make_visible (op); 2215 make_visible (op);
2439 } 2216 }
2440 } /* if player should attack something */ 2217 } /* if player should attack something */
2441} 2218}
2443int 2220int
2444move_player (object *op, int dir) 2221move_player (object *op, int dir)
2445{ 2222{
2446 int pick; 2223 int pick;
2447 2224
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2226 return 0;
2450 2227
2451 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2453 { 2230 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2232 return 0;
2456 } 2233 }
2457 2234
2458 /* peterm: added following line */ 2235 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461 2238
2462 op->facing = dir; 2239 op->facing = dir;
2463 2240
2476 2253
2477 /* 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
2478 * server can handle repeat firing. 2255 * server can handle repeat firing.
2479 */ 2256 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2258 op->direction = dir;
2483 }
2484 else 2259 else
2485 {
2486 op->direction = 0; 2260 op->direction = 0;
2487 } 2261
2488 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2264 * for players.
2491 */ 2265 */
2492 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2544 2318
2545 /* 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
2546 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2321 * called, so we recheck it here.
2548 */ 2322 */
2549 op->contr->socket->handle_command (); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2550 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2551 return 0; 2327 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2329 {
2555 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2331 op->speed_left--;
2557 2332
2558 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2559 * 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
2560 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2561 */ 2336 */
2562 move_player (op, op->direction); 2337 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2338
2564 return 1; 2339 return op->speed_left > 0;
2565 else 2340 }
2566 return 0;
2567 } 2341 }
2568 2342
2569 return 0; 2343 return 0;
2570} 2344}
2571 2345
2591 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2592 2366
2593 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2594 op->stats.food = 999; 2368 op->stats.food = 999;
2595 2369
2596 fix_player (op); 2370 op->update_stats ();
2597 return 1; 2371 return 1;
2598 } 2372 }
2599 2373
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2387{
2614 object *next; 2388 object *next;
2615 2389
2616 while (op) 2390 while (op)
2617 { 2391 {
2618 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' */
2619 * we remove object 'op' 2393
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2395 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2629 } 2400 }
2630 else if (op->inv) 2401 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2632 2403
2633 op = next; 2404 op = next;
2634 } 2405 }
2635} 2406}
2636
2637 2407
2638/* 2408/*
2639 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2446 strcat (buf2, buf);
2677 2447
2678 return buf2; 2448 return buf2;
2679} 2449}
2680
2681
2682 2450
2683void 2451void
2684do_some_living (object *op) 2452do_some_living (object *op)
2685{ 2453{
2686 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2695 const int max_grace = 1; 2463 const int max_grace = 1;
2696 2464
2697 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2698 { 2466 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 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)
2701 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2470 }
2703 2471
2704 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2705 { 2473 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2478 else
2712 { 2479 {
2713 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2482 }
2483
2716 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2486 else
2719 { 2487 {
2720 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2490 }
2491
2723 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2494 else
2726 { 2495 {
2727 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2744 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))
2745 op->stats.food = last_food; 2514 op->stats.food = last_food;
2746 } 2515 }
2747 } 2516 }
2517
2748 if (max_sp > 1) 2518 if (max_sp > 1)
2749 { 2519 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2521 if (over_sp > 0)
2752 { 2522 {
2753 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2754 { 2524 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2756 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))
2757 op->stats.sp--; 2528 op->stats.sp--;
2529
2758 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2760 } 2532 }
2761 op->last_sp = 0; 2533 op->last_sp = 0;
2762 } 2534 }
2763 else 2535 else
2764 {
2765 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);
2766 }
2767 } 2537 }
2768 else 2538 else
2769 {
2770 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);
2771 }
2772 } 2540 }
2773 2541
2774 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2777 { 2545 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2780 if (max_grace > 1) 2549 if (max_grace > 1)
2781 { 2550 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2552 if (over_grace > 0)
2784 { 2553 {
2812 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2583 op->stats.food = last_food;
2815 } 2584 }
2816 } 2585 }
2586
2817 if (max_hp > 1) 2587 if (max_hp > 1)
2818 { 2588 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2590 if (over_hp > 0)
2821 { 2591 {
2845 2615
2846 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2618 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2850 /* dms do not consume food */ 2621 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2623 op->stats.food--;
2853 } 2624 }
2854 }
2855 2625
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2627 {
2858 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2859 2629
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2631 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2639 break;
2870 } 2640 }
2871 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2872 flesh = tmp; 2642 flesh = tmp;
2873 } /* End if paid for object */ 2643 } /* End if paid for object */
2874 } /* end of for loop */ 2644 } /* end of for loop */
2645
2875 /* 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
2876 * eat flesh instead. 2647 * eat flesh instead.
2877 */ 2648 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2650 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2882 } 2653 }
2883 } /* end if player is starving */ 2654 }
2884 2655
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2887 2658
2888 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))
2889 kill_player (op); 2660 kill_player (op);
2661 }
2890} 2662}
2891
2892
2893 2663
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2667 * file.
2927 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!");
2928 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...");
2929 2699
2930 /* restore player */ 2700 /* restore player */
2931 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2703 {
2935 tmp->destroy (); 2704 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2706 }
2938 2707
2939 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2710 {
2943 tmp->destroy (); 2711 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2713 }
2946 2714
2948 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2718 op->stats.food = 999;
2951 2719
2952 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2722 {
2956 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2724 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2728 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2732 }
2967 2733
2968 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2736 op->contr->braced = 0;
2975 2741
2976 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2977 2743
2978 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2979 { 2745 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2989 } 2748 }
2990 else 2749 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3000 } 2751
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2753
3003 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3004 x = op->x; 2755 x = op->x;
3005 y = op->y; 2756 y = op->y;
3006 map = op->map; 2757 map = op->map;
3007 2758
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2762 */
3015 2763
3016 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2766 * of death.
3019 */ 2767 */
3020#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3022 { 2770 {
3023 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2773 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2776 little bit harder. */
3029 /* GD */ 2777 /* GD */
3030 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2779 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2780 else
3036 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3037 num_stats_lose = 1; 2784 num_stats_lose = 1;
3038 } 2785
3039 lost_a_stat = 0; 2786 lost_a_stat = 0;
3040 2787
3041 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3042 { 2789 {
3043 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3044 2791
3045 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3046 { 2793 {
3047 /* 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
3048 * what he lost. 2795 * what he lost.
3049 */ 2796 */
3050 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 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);
3056 } 2815 }
3057 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3058 { 2818 {
3059 /* deplete a stat */ 2819 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3061 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3062 2822 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2823 {
3066 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3068 } 2826
3069 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2833 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2834 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2836 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2837 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2838 else
3111 if (this_stat >= -50)
3112 { 2839 {
3113 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2845 }
3119 } 2846 }
3120 } 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 }
3121 } 2866 }
2867 }
2868 }
3122 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2870 if (!lost_a_stat)
3124 { 2871 {
3125 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3128 2875
3129 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2878 else
3132 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.");
3133 } 2880 }
3134#else 2881#else
3135 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.");
3136#endif 2883#endif
3137 2884
3138 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2886 * exp loss on the stone.
3140 */ 2887 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2890 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2894 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2897
3151 /**************************************/ 2898 /**************************************/
3152 /* */ 2899 /* */
3153 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3156 /* */ 2903 /* */
3157 /**************************************/ 2904 /**************************************/
3158 2905
3159 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2907 /* restore player */
3161 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3163 2910
3164 if (tmp) 2911 if (tmp)
3165 { 2912 {
3166 tmp->destroy (); 2913 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2915 }
3169 2916
3170 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2919 if (tmp)
3173 { 2920 {
3174 tmp->destroy (); 2921 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2923 }
3177 2924
3178 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3179 2926
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3183 op->stats.food = 900; 2930 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2934
3188 /* 2935 /*
3189 * 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
3190 * 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
3191 * in the map. 2938 * in the map.
3192 */ 2939 */
3193 2940
3194 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3196 2943
3197 /****************************************/ 2944 /****************************************/
3198 /* */ 2945 /* */
3199 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3201 /* */ 2948 /* */
3202 /****************************************/ 2949 /****************************************/
3203 2950
3204 enter_player_savebed (op); 2951 enter_player_savebed (op);
3205 2952
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2953 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2954
3212 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2958 * on the space that might harm the player.
3216 */ 2959 */
3217 will_kill_again = 0; 2960 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3221 2964
3222 if (will_kill_again) 2965 if (will_kill_again)
3223 { 2966 {
3224 object *force; 2967 object *force;
3225 int at; 2968 int at;
3226 2969
3227 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2972 force->speed = 0.1;
3230 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2977 force->resist[at] = 100;
3235 2978
3236 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3237 fix_player (op); 2980 op->update_stats ();
3238 2981
3239 } 2982 }
3240 2983
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2985}
3310
3311 2986
3312void 2987void
3313loot_object (object *op) 2988loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3316 2991
3317 if (op->container) 2992 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 2994
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3323 { 2996 {
3324 next = tmp->below; 2997 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3326 continue; 3000 continue;
3001
3327 tmp->remove (); 3002 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3005 { /* empty container to ground */
3331 loot_object (tmp); 3006 loot_object (tmp);
3353 */ 3028 */
3354 3029
3355void 3030void
3356fix_weight (void) 3031fix_weight (void)
3357{ 3032{
3358 player *pl; 3033 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3034 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3036
3364 if (old == sum) 3037 if (old == sum)
3365 continue; 3038 continue;
3366 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3367 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);
3368 } 3041 }
3369} 3042}
3370 3043
3371void 3044void
3372fix_luck (void) 3045fix_luck (void)
3373{ 3046{
3374 player *pl; 3047 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3379} 3050}
3380
3381 3051
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3385 */ 3055 */
3386
3387void 3056void
3388cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3389{ 3058{
3390 object *skop, *spob; 3059 object *skop, *spob;
3391 3060
3436 object *tmp = NULL; 3105 object *tmp = NULL;
3437 3106
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3108 return 1;
3440 3109
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3110 return 0;
3447} 3111}
3448 3112
3449/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3506 3170
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3172
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3513 { 3176 {
3514 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!");
3515 make_visible (op); 3178 make_visible (op);
3516 return; 3179 return;
3517 } 3180 }
3518 else 3181 else
3519 num += 20; 3182 num += 20;
3520 } 3183
3521 num += op->map->difficulty; 3184 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3186 num -= hide;
3187
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3189 {
3526 make_visible (op); 3190 make_visible (op);
3527 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3528 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!");
3529 } 3193 }
3530 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3196}
3535 3197
3536/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3537 3199
3538int 3200int
3565 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3566 continue; 3228 continue;
3567 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)))
3568 continue; 3230 continue;
3569 3231
3570 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)
3571 { 3233 {
3572 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))
3573 return 1; 3235 return 1;
3574 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3575 { 3237 {
3605 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3606 { 3268 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3270 return -1;
3609 } 3271 }
3272
3610 if (!pl || !op) 3273 if (!pl || !op)
3611 return 0; 3274 return 0;
3612 3275
3613 if (op->head)
3614 {
3615 op = op->head; 3276 op = op->head_ ();
3616 } 3277
3617 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3618 3279
3619 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3281 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3629 3290
3630 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3293 * for any meaningful values.
3633 */ 3294 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3298 return 1;
3638 op = op->more; 3299 op = op->more;
3639 } 3300 }
3640 return 0; 3301 return 0;
3641} 3302}
3751 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3752 return; 3413 return;
3753 3414
3754 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++);
3755 3416
3756 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3757 { 3418 {
3758 /* 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]); */
3759 return; 3420 return;
3760 } 3421 }
3761 3422
3827 { 3488 {
3828 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3490 object *skin;
3830 3491
3831 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3497 if (!skin)
3834 return; 3498 return;
3835 3499
3836 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3502 {

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