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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int 153/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 154static void
155set_first_map (object *op)
186{ 156{
187 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
189 return 0; 179 return;
190 180
191 for (; *cp != '\0'; cp++) 181 players.insert (this);
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
193 return 0; 192 return;
194 return 1;
195}
196 193
197/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
198 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
199 * Caller is responsible for setting the correct map. 196 ob->remove ();
200 */ 197 ob->map = 0;
201 198
202/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
203 * Hopefully this will be less bugfree and simpler. 200}
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213 201
214 if (!p) 202// connect the player with a specific client
215 { 203// also changed, rationalises, and fixes some incorrect settings
216 p = new player; 204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
217 209
218 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
219 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225 212
226 while (tmp != NULL && tmp->next != NULL) 213 clear_los (ob);
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232 214
233 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
234 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
235 218
236 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
237 * for next and socket. 220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 235 */
239 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
240 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
241 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 317 * we deal with that below this point.
243 */ 318 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 322
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
255 324
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
270 p->last_speed = -1; 326 last_speed = -1;
271 p->shoottype = range_none; 327 shoottype = range_none;
272 p->bowtype = bow_normal; 328 bowtype = bow_normal;
273 p->petmode = pet_normal; 329 petmode = pet_normal;
274 p->listening = 10; 330 listening = 10;
275 p->usekeys = containers; 331 usekeys = containers;
276 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 334 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 335
287 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
290 * at zero. 339 * at zero.
291 */ 340 */
292 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 343
296 }
297 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 345 last_resist[i] = -1;
300 } 346
301 p->last_stats.exp = -1; 347 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 349}
308 350
309/* This loads the first map an puts the player on it. */ 351void
310static void 352player::do_destroy ()
311set_first_map (object *op)
312{ 353{
313 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
319/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
321 * mode. 373 * mode.
322 */ 374 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 375player *
376player::create ()
377{
378 player *pl = new player;
328 379
329 p = get_player (NULL); 380 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 381 set_first_map (pl->ob);
343 382
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 383 return pl;
352} 384}
353 385
354/* 386/*
355 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
365 { 397 {
366 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
367 at = first_archetype; 399 at = first_archetype;
368 else 400 else
369 at = at->next; 401 at = at->next;
402
370 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
371 return at; 404 return at;
405
372 if (at == start) 406 if (at == start)
373 { 407 {
374 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 409 exit (-1);
376 } 410 }
377 } 411 }
378} 412}
379 413
380
381object * 414object *
382get_nearest_player (object *mon) 415get_nearest_player (object *mon)
383{ 416{
384 object *op = NULL; 417 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 418 objectlink *ol;
387 unsigned lastdist; 419 unsigned lastdist;
388 rv_vector rv; 420 rv_vector rv;
389 421
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
422 { 454 {
423 op = ol->ob; 455 op = ol->ob;
424 lastdist = rv.distance; 456 lastdist = rv.distance;
425 } 457 }
426 } 458 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 459
428 { 460 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
433 { 463 {
434 op = pl->ob; 464 op = pl->ob;
435 lastdist = rv.distance; 465 lastdist = rv.distance;
436 } 466 }
437 } 467
438 }
439#if 0 468#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 470#endif
442 return op; 471 return op;
443} 472}
461 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 492 * is probably not a good thing.
464 */ 493 */
465#define MAX_SPACES 50 494#define MAX_SPACES 50
466
467 495
468/* 496/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
710 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
711 link_player_skills (pl); 739 link_player_skills (pl);
712} 740}
713 741
714void 742void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
799{ 744{
800 if (party == NULL) 745 if (party == NULL)
801 { 746 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 748 return;
804 } 749 }
750
805 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 755}
810
811 756
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 758static int
814roll_stat (void) 759roll_stat (void)
815{ 760{
816 int a[4], i, j, k; 761 int a[4], i, j, k;
817 762
818 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
821 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 767 if (a[i] < k)
823 k = a[i], j = i; 768 k = a[i], j = i;
824 769
825 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 771 if (i != j)
828 k += a[i]; 772 k += a[i];
829 } 773
830 return k; 774 return k;
831} 775}
832 776
833void 777void
834roll_stats (object *op) 778object::roll_stats ()
835{ 779{
836 int sum = 0;
837 int i = 0, j = 0;
838 int statsort[7]; 780 int statsort [7];
839 781
840 do 782 for (;;)
841 {
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 } 783 {
851 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
852 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
853 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 794
862 /* a quick and dirty bubblesort? */
863 do
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878
879 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
880 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
881 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
882 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
883 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
886 802
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 803 stats.exp = 0;
898 op->stats.ac = 0; 804 stats.ac = 0;
899 805
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
908 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
909} 818}
910 819
911void 820void
912Roll_Again (object *op) 821object::swap_stats (int a, int b)
913{ 822{
914 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
917}
918 826
919void 827 stats.Str = contr->orig_stats.Str;
920Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
921{ 859{
922 signed char tmp;
923 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
924 861
925 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 866}
1040 867
1041/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1045 * not the class. 872 * not the class.
1046 */ 873 */
1047
1048int 874int
1049key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1050{ 876{
1051 int tmp_loop; 877 int tmp_loop;
1052 878
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1060 { 880 {
1061 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1062 882
1063 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
885
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 886 treasurelist *tl = find_treasurelist ("starting_wealth");
887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
1066 889
1067 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1069 892
1070 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1071 894
1072 if (op->msg) 895 if (op->msg)
1073 op->msg = NULL; 896 op->msg = NULL;
1074 897
1075 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1084 start_info (op); 907 start_info (op);
1085 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1087 link_player_skills (op); 910 link_player_skills (op);
1088 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1089 fix_player (op); 912 op->update_stats ();
1090 913
1091 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1092 * is one for this race 915 * is one for this race
1093 */ 916 */
1094 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1095 { 918 {
1096 object *tmp; 919 object *tmp;
1097 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1098 921
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1100 tmp = object::create (); 923 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1106 * default initial map */ 929 * default initial map */
1107 tmp->destroy (); 930 tmp->destroy ();
1108 } 931 }
1109 else 932 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 934
1113 return 0; 935 return 0;
1114 } 936 }
1115 937
1116 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1121 while (!tmp_loop) 943 while (!tmp_loop)
1122 { 944 {
1123 shstr name = op->name; 945 shstr name = op->name;
1124 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1125 947
1126 remove_statbonus (op); 948 op->remove_statbonus ();
1127 op->remove (); 949 op->remove ();
1128 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1129 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1130 op->instantiate (); 952 op->instantiate ();
1131 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1133 op->x = x; 955 op->x = x;
1134 op->y = y; 956 op->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1137 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1138 add_statbonus (op); 960 op->add_statbonus ();
1139 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1140 } 962 }
1141 963
1142 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1144 fix_player (op); 966 op->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1147 op->stats.grace = 0; 969 op->stats.grace = 0;
1148 970
1149 if (op->msg) 971 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151 973
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0; 975 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 976}
1204 977
1205void 978void
1206flee_player (object *op) 979flee_player (object *op)
1207{ 980{
1237 { 1010 {
1238 op->enemy = NULL; 1011 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1013 return;
1241 } 1014 }
1015
1242 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1243 1017
1244 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1246 { 1020 {
1247 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1248 1022
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1024 return;
1252 }
1253 } 1025 }
1026
1254 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1029 op->enemy = NULL;
1257} 1030}
1258 1031
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1119 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1124 }
1125
1380 /* philosophy: 1126 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1127 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1130 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1131 * example.
1386 * The drawback: right now it has no frontend, so you need to 1132 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1133 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1814 if (!dir) 1560 if (!dir)
1815 { 1561 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1563 return 0;
1818 } 1564 }
1565
1819 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1820 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1821 else 1568 else
1822 { 1569 {
1823 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1831 { 1578 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1580 return 0;
1834 } 1581 }
1835 } 1582 }
1583
1836 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1837 { 1585 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1587 return 0;
1840 } 1588 }
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 1591
1844 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1847 if (bowspeed < 1) 1596 if (bowspeed < 1)
1848 bowspeed = 1; 1597 bowspeed = 1;
1849 1598
1850 if (arrow == NULL) 1599 if (arrow == NULL)
1851 { 1600 {
1857 else 1606 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1859 return 0; 1608 return 0;
1860 } 1609 }
1861 } 1610 }
1611
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1614 return 0;
1866 } 1615
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1617 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1619 return 0;
1871 } 1620 }
1877 return 0; 1626 return 0;
1878 } 1627 }
1879 1628
1880 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1631 if (!arrow)
1883 { 1632 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1634 return 0;
1886 } 1635 }
1636
1887 arrow->set_owner (op); 1637 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1639 arrow->direction = dir;
1891 arrow->x = sx;
1892 arrow->y = sy;
1893 1640
1894 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1895 { 1642 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op); 1644 op->update_stats ();
1898 } 1645 }
1899 1646
1900 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1906 1653
1907 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1909 */ 1656 */
1910 1657
1912 1659
1913 /* update the speed */ 1660 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916 1663
1917 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1921 1666
1922 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1923 { 1668 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1934 } 1679 }
1935 1680
1936 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1937 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1938 1683
1939 if (bow->slaying != NULL) 1684 if (bow->slaying)
1940 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1941 1686
1942 arrow->map = m;
1943 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1689
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1948 1692
1949 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1694 move_arrow (arrow);
1951 1695
1952 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1978 } 1722 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1724 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1726 wcmod = -1;
1727
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1729 }
1985 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1986 { 1731 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2057 1802
2058 if (item->arch) 1803 if (item->arch)
2059 { 1804 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2062 item->speed = 0; 1807 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1808 }
1809
2065 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1812 }
2068 } 1813 }
2069 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1815 drain_rod_charge (item);
2072 }
2073 } 1816 }
2074} 1817}
2075 1818
2076/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2077 */ 1820 */
2220 * 0 otherwise 1963 * 0 otherwise
2221 */ 1964 */
2222static int 1965static int
2223player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2224{ 1967{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2229 */ 1971 */
2230 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2268 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2272 */ 2014 */
2273
2274void 2015void
2275move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2276{ 2017{
2277 object *tmp, *mon; 2018 object *tmp, *mon;
2278 sint16 nx, ny; 2019 sint16 nx, ny;
2280 maptile *m; 2021 maptile *m;
2281 2022
2282 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2284 2025
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2286 2027
2287 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2295 */ 2036 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 { 2038 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2040 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2301 if (!m) 2042 if (!m)
2302 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2303 } 2044 }
2304 else 2045 else
2305 m = op->map; 2046 m = op->map;
2306 2047
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2049 return;
2311 }
2312 2050
2313 mon = NULL; 2051 mon = 0;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2055 * on the space
2318 */ 2056 */
2319 while (tmp != NULL) 2057 while (tmp)
2320 { 2058 {
2321 if (tmp == op) 2059 if (tmp == op)
2322 { 2060 {
2323 tmp = tmp->above; 2061 tmp = tmp->above;
2324 continue; 2062 continue;
2334 mon = tmp; 2072 mon = tmp;
2335 2073
2336 tmp = tmp->above; 2074 tmp = tmp->above;
2337 } 2075 }
2338 2076
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2078 return; /* into a wall */
2341 2079
2342 if (mon->head != NULL) 2080 if (mon->head)
2343 mon = mon->head; 2081 mon = mon->head;
2344 2082
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2347 return; 2085 return;
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2108 {
2371 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2110 if (op->contr->braced)
2373 return; 2111 return;
2112
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2116 make_visible (op);
2117
2378 return; 2118 return;
2379 } 2119 }
2380 2120
2381 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2384 * attack them either. 2124 * attack them either.
2385 */ 2125 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2129 (op->contr->peaceful
2390 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2391 && mon->contr-> 2131 && mon->contr->
2392 peaceful)) && 2132 peaceful)) &&
2393#else 2133#else
2394 op->contr->peaceful && 2134 op->contr->peaceful &&
2395#endif 2135#endif
2396 !on_battleground)) 2136 !on_battleground))
2397 { 2137 {
2398 if (!op->contr->braced) 2138 if (!op->contr->braced)
2399 { 2139 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2402 } 2142 }
2403 else 2143 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2145
2407 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2147 make_visible (op);
2409 } 2148 }
2410 2149
2411 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2422 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2165 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2168 {
2431 2169
2432 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2440 2178
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2180 }
2443 2181
2444 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2445 2183
2446 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2187 * the wiz.
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 { 2190 {
2453 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2454 2192
2455 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2458 } 2196 }
2197
2459 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2460 make_visible (op); 2199 make_visible (op);
2461 } 2200 }
2462 } /* if player should attack something */ 2201 } /* if player should attack something */
2463} 2202}
2465int 2204int
2466move_player (object *op, int dir) 2205move_player (object *op, int dir)
2467{ 2206{
2468 int pick; 2207 int pick;
2469 2208
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2210 return 0;
2472 2211
2473 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2475 { 2214 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2216 return 0;
2478 } 2217 }
2479 2218
2480 /* peterm: added following line */ 2219 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2483 2222
2484 op->facing = dir; 2223 op->facing = dir;
2485 2224
2498 2237
2499 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2239 * server can handle repeat firing.
2501 */ 2240 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2242 op->direction = dir;
2505 }
2506 else 2243 else
2507 {
2508 op->direction = 0; 2244 op->direction = 0;
2509 } 2245
2510 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2248 * for players.
2513 */ 2249 */
2514 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2566 2302
2567 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2305 * called, so we recheck it here.
2570 */ 2306 */
2571 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2572 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2573 return 0; 2311 {
2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2313 {
2577 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2315 op->speed_left--;
2579 2316
2580 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2583 */ 2320 */
2584 move_player (op, op->direction); 2321 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2322
2586 return 1; 2323 return op->speed_left > 0;
2587 else 2324 }
2588 return 0;
2589 } 2325 }
2326
2590 return 0; 2327 return 0;
2591} 2328}
2592 2329
2593int 2330int
2594save_life (object *op) 2331save_life (object *op)
2595{ 2332{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2334 return 0;
2600 2335
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2338 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2341
2614 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2615 2350
2616 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2617 op->stats.food = 999; 2352 op->stats.food = 999;
2618 2353
2619 fix_player (op); 2354 op->update_stats ();
2620 return 1; 2355 return 1;
2621 } 2356 }
2357
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2361 return 0;
2626} 2362}
2635{ 2371{
2636 object *next; 2372 object *next;
2637 2373
2638 while (op) 2374 while (op)
2639 { 2375 {
2640 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2641 * we remove object 'op' 2377
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2379 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2651 } 2384 }
2652 else if (op->inv) 2385 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2654 op = next; 2388 op = next;
2655 } 2389 }
2656} 2390}
2657
2658 2391
2659/* 2392/*
2660 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2409 else
2677 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2413 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2416 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2420 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2687 { 2422 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2425 strcat (buf2, buf);
2691 } 2426 }
2427
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2695 return buf2; 2432 return buf2;
2696} 2433}
2697
2698
2699 2434
2700void 2435void
2701do_some_living (object *op) 2436do_some_living (object *op)
2702{ 2437{
2703 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2712 const int max_grace = 1; 2447 const int max_grace = 1;
2713 2448
2714 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2715 { 2450 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2454 }
2720 2455
2721 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2722 { 2457 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2462 else
2729 { 2463 {
2730 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2466 }
2467
2733 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2470 else
2736 { 2471 {
2737 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2474 }
2475
2740 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2478 else
2743 { 2479 {
2744 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2760 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2498 op->stats.food = last_food;
2763 } 2499 }
2764 } 2500 }
2501
2765 if (max_sp > 1) 2502 if (max_sp > 1)
2766 { 2503 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2505 if (over_sp > 0)
2769 { 2506 {
2770 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2771 { 2508 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2512 op->stats.sp--;
2513
2775 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2777 } 2516 }
2778 op->last_sp = 0; 2517 op->last_sp = 0;
2779 } 2518 }
2780 else 2519 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2521 }
2785 else 2522 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2524 }
2790 2525
2791 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2794 { 2529 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2797 if (max_grace > 1) 2533 if (max_grace > 1)
2798 { 2534 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2536 if (over_grace > 0)
2801 { 2537 {
2829 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2567 op->stats.food = last_food;
2832 } 2568 }
2833 } 2569 }
2570
2834 if (max_hp > 1) 2571 if (max_hp > 1)
2835 { 2572 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2574 if (over_hp > 0)
2838 { 2575 {
2862 2599
2863 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2602 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2867 /* dms do not consume food */ 2605 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2607 op->stats.food--;
2870 } 2608 }
2871 }
2872 2609
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2611 {
2875 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2876 2613
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2615 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2623 break;
2887 } 2624 }
2888 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2889 flesh = tmp; 2626 flesh = tmp;
2890 } /* End if paid for object */ 2627 } /* End if paid for object */
2891 } /* end of for loop */ 2628 } /* end of for loop */
2629
2892 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2631 * eat flesh instead.
2894 */ 2632 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2634 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2899 } 2637 }
2900 } /* end if player is starving */ 2638 }
2901 2639
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2904 2642
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2644 kill_player (op);
2645 }
2907} 2646}
2908
2909
2910 2647
2911/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2651 * file.
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2683
2947 /* restore player */ 2684 /* restore player */
2948 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2687 {
2952 tmp->destroy (); 2688 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2690 }
2955 2691
2956 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2694 {
2960 tmp->destroy (); 2695 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2697 }
2963 2698
2965 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2702 op->stats.food = 999;
2968 2703
2969 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2706 {
2973 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2708 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2712 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2981 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2716 }
2984 2717
2985 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2720 op->contr->braced = 0;
2992 2725
2993 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2994 2727
2995 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2996 { 2729 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3006 } 2732 }
3007 else 2733 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3017 } 2735
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2737
3020 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3021 x = op->x; 2739 x = op->x;
3022 y = op->y; 2740 y = op->y;
3023 map = op->map; 2741 map = op->map;
3024 2742
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
3031 */ 2746 */
3032 2747
3033 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2750 * of death.
3036 */ 2751 */
3037#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3039 { 2754 {
3040 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2757 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2760 little bit harder. */
3046 /* GD */ 2761 /* GD */
3047 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2763 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2764 else
3053 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3054 num_stats_lose = 1; 2768 num_stats_lose = 1;
3055 } 2769
3056 lost_a_stat = 0; 2770 lost_a_stat = 0;
3057 2771
3058 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3059 { 2773 {
3060 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3061 2775
3062 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3063 { 2777 {
3064 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3065 * what he lost. 2779 * what he lost.
3066 */ 2780 */
3067 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3073 } 2799 }
3074 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3075 { 2802 {
3076 /* deplete a stat */ 2803 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3078 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3079 2806 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2807 {
3083 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3085 } 2810
3086 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2817 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2818 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2820 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2821 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2822 else
3128 if (this_stat >= -50)
3129 { 2823 {
3130 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2829 }
3136 } 2830 }
3137 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3138 } 2850 }
2851 }
2852 }
3139 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2854 if (!lost_a_stat)
3141 { 2855 {
3142 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3145 2859
3146 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2862 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2864 }
3151#else 2865#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2867#endif
3154 2868
3155 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2870 * exp loss on the stone.
3157 */ 2871 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2874 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3163 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2877 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3164 tmp->msg = buf; 2878 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2881
3168 /**************************************/ 2882 /**************************************/
3169 /* */ 2883 /* */
3170 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3173 /* */ 2887 /* */
3174 /**************************************/ 2888 /**************************************/
3175 2889
3176 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2891 /* restore player */
3178 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3180 2894
3181 if (tmp) 2895 if (tmp)
3182 { 2896 {
3183 tmp->destroy (); 2897 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2899 }
3186 2900
3187 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2903 if (tmp)
3190 { 2904 {
3191 tmp->destroy (); 2905 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2907 }
3194 2908
3195 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3196 2910
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3200 op->stats.food = 900; 2914 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2918
3205 /* 2919 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
3207 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
3208 * in the map. 2922 * in the map.
3209 */ 2923 */
3210 2924
3211 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3213 2927
3214 /****************************************/ 2928 /****************************************/
3215 /* */ 2929 /* */
3216 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3218 /* */ 2932 /* */
3219 /****************************************/ 2933 /****************************************/
3220 2934
3221 enter_player_savebed (op); 2935 enter_player_savebed (op);
3222 2936
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2937 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2938
3229 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2942 * on the space that might harm the player.
3233 */ 2943 */
3234 will_kill_again = 0; 2944 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3238 2948
3239 if (will_kill_again) 2949 if (will_kill_again)
3240 { 2950 {
3241 object *force; 2951 object *force;
3242 int at; 2952 int at;
3243 2953
3244 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2956 force->speed = 0.1;
3247 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3248 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2961 force->resist[at] = 100;
3252 2962
3253 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3254 fix_player (op); 2964 op->update_stats ();
3255 2965
3256 } 2966 }
3257 2967
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2969}
3327
3328 2970
3329void 2971void
3330loot_object (object *op) 2972loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3333 2975
3334 if (op->container) 2976 if (op->container)
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3337 }
3338 2978
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3340 { 2980 {
3341 next = tmp->below; 2981 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3343 continue; 2984 continue;
2985
3344 tmp->remove (); 2986 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3346 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2989 { /* empty container to ground */
3348 loot_object (tmp); 2990 loot_object (tmp);
3370 */ 3012 */
3371 3013
3372void 3014void
3373fix_weight (void) 3015fix_weight (void)
3374{ 3016{
3375 player *pl; 3017 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 3018 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 3020
3381 if (old == sum) 3021 if (old == sum)
3382 continue; 3022 continue;
3383 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 3025 }
3386} 3026}
3387 3027
3388void 3028void
3389fix_luck (void) 3029fix_luck (void)
3390{ 3030{
3391 player *pl; 3031 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3396} 3034}
3397
3398 3035
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3402 */ 3039 */
3403
3404void 3040void
3405cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3406{ 3042{
3407 object *skop, *spob; 3043 object *skop, *spob;
3408 3044
3453 object *tmp = NULL; 3089 object *tmp = NULL;
3454 3090
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3092 return 1;
3457 3093
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3094 return 0;
3464} 3095}
3465 3096
3466/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3523 3154
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3156
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3530 { 3160 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3162 make_visible (op);
3533 return; 3163 return;
3534 } 3164 }
3535 else 3165 else
3536 num += 20; 3166 num += 20;
3537 } 3167
3538 num += op->map->difficulty; 3168 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3170 num -= hide;
3171
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3173 {
3543 make_visible (op); 3174 make_visible (op);
3544 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3177 }
3547 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3180}
3552 3181
3553/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3554 3183
3555int 3184int
3582 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3583 continue; 3212 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3214 continue;
3586 3215
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3217 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3219 return 1;
3591 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3592 { 3221 {
3622 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3623 { 3252 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3254 return -1;
3626 } 3255 }
3256
3627 if (!pl || !op) 3257 if (!pl || !op)
3628 return 0; 3258 return 0;
3629 3259
3630 if (op->head)
3631 {
3632 op = op->head; 3260 op = op->head_ ();
3633 } 3261
3634 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3635 3263
3636 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3265 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3646 3274
3647 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3277 * for any meaningful values.
3650 */ 3278 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3282 return 1;
3655 op = op->more; 3283 op = op->more;
3656 } 3284 }
3657 return 0; 3285 return 0;
3658} 3286}
3768 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3769 return; 3397 return;
3770 3398
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3400
3773 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3774 { 3402 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3404 return;
3777 } 3405 }
3778 3406
3844 { 3472 {
3845 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3474 object *skin;
3847 3475
3848 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3850 if (skin == NULL) 3481 if (!skin)
3851 return; 3482 return;
3852 3483
3853 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3486 {

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