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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 381 set_first_map (pl->ob);
344 382
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 383 return pl;
353} 384}
354 385
355/* 386/*
356 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
366 { 397 {
367 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
368 at = first_archetype; 399 at = first_archetype;
369 else 400 else
370 at = at->next; 401 at = at->next;
402
371 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
372 return at; 404 return at;
405
373 if (at == start) 406 if (at == start)
374 { 407 {
375 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 409 exit (-1);
377 } 410 }
378 } 411 }
379} 412}
380 413
381
382object * 414object *
383get_nearest_player (object *mon) 415get_nearest_player (object *mon)
384{ 416{
385 object *op = NULL; 417 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 418 objectlink *ol;
388 unsigned lastdist; 419 unsigned lastdist;
389 rv_vector rv; 420 rv_vector rv;
390 421
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 454 {
424 op = ol->ob; 455 op = ol->ob;
425 lastdist = rv.distance; 456 lastdist = rv.distance;
426 } 457 }
427 } 458 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 459
429 { 460 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
434 { 463 {
435 op = pl->ob; 464 op = pl->ob;
436 lastdist = rv.distance; 465 lastdist = rv.distance;
437 } 466 }
438 } 467
439 }
440#if 0 468#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 470#endif
443 return op; 471 return op;
444} 472}
462 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 492 * is probably not a good thing.
465 */ 493 */
466#define MAX_SPACES 50 494#define MAX_SPACES 50
467
468 495
469/* 496/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
712 link_player_skills (pl); 739 link_player_skills (pl);
713} 740}
714 741
715void 742void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
800{ 744{
801 if (party == NULL) 745 if (party == NULL)
802 { 746 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 748 return;
805 } 749 }
750
806 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 755}
811
812 756
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 758static int
815roll_stat (void) 759roll_stat (void)
816{ 760{
817 int a[4], i, j, k; 761 int a[4], i, j, k;
818 762
819 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 767 if (a[i] < k)
824 k = a[i], j = i; 768 k = a[i], j = i;
825 769
826 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 771 if (i != j)
829 k += a[i]; 772 k += a[i];
830 } 773
831 return k; 774 return k;
832} 775}
833 776
834void 777void
835roll_stats (object *op) 778object::roll_stats ()
836{ 779{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 780 int statsort [7];
840 781
841 do 782 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 783 {
852 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
853 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
854 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 794
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
887 802
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 803 stats.exp = 0;
899 op->stats.ac = 0; 804 stats.ac = 0;
900 805
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
909 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
910} 818}
911 819
912void 820void
913Roll_Again (object *op) 821object::swap_stats (int a, int b)
914{ 822{
915 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 826
920void 827 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
922{ 859{
923 signed char tmp;
924 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
925 861
926 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 866}
1041 867
1042/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1046 * not the class. 872 * not the class.
1047 */ 873 */
1048
1049int 874int
1050key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1051{ 876{
1052 int tmp_loop; 877 int tmp_loop;
1053 878
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1061 { 880 {
1062 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1063 882
1064 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
885
1066 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);
1067 889
1068 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1070 892
1071 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1072 894
1073 if (op->msg) 895 if (op->msg)
1074 op->msg = NULL; 896 op->msg = NULL;
1075 897
1076 /* 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
1085 start_info (op); 907 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 910 link_player_skills (op);
1089 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1090 fix_player (op); 912 op->update_stats ();
1091 913
1092 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1093 * is one for this race 915 * is one for this race
1094 */ 916 */
1095 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1096 { 918 {
1097 object *tmp; 919 object *tmp;
1098 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1099 921
1100 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);
1101 tmp = object::create (); 923 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1107 * default initial map */ 929 * default initial map */
1108 tmp->destroy (); 930 tmp->destroy ();
1109 } 931 }
1110 else 932 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 934
1114 return 0; 935 return 0;
1115 } 936 }
1116 937
1117 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1122 while (!tmp_loop) 943 while (!tmp_loop)
1123 { 944 {
1124 shstr name = op->name; 945 shstr name = op->name;
1125 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1126 947
1127 remove_statbonus (op); 948 op->remove_statbonus ();
1128 op->remove (); 949 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1130 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1131 op->instantiate (); 952 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1134 op->x = x; 955 op->x = x;
1135 op->y = y; 956 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 960 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1141 } 962 }
1142 963
1143 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 966 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 969 op->stats.grace = 0;
1149 970
1150 if (op->msg) 971 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 973
1153 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");
1154 return 0; 975 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 976}
1205 977
1206void 978void
1207flee_player (object *op) 979flee_player (object *op)
1208{ 980{
1238 { 1010 {
1239 op->enemy = NULL; 1011 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1013 return;
1242 } 1014 }
1015
1243 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1244 1017
1245 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1247 { 1020 {
1248 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1249 1022
1250 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)))
1251 {
1252 return; 1024 return;
1253 }
1254 } 1025 }
1026
1255 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1029 op->enemy = NULL;
1258} 1030}
1259 1031
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1119 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1124 }
1125
1381 /* philosophy: 1126 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1131 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1815 if (!dir) 1560 if (!dir)
1816 { 1561 {
1817 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!");
1818 return 0; 1563 return 0;
1819 } 1564 }
1565
1820 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1821 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1822 else 1568 else
1823 { 1569 {
1824 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1832 { 1578 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1580 return 0;
1835 } 1581 }
1836 } 1582 }
1583
1837 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1838 { 1585 {
1839 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);
1840 return 0; 1587 return 0;
1841 } 1588 }
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 1591
1845 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1848 if (bowspeed < 1) 1596 if (bowspeed < 1)
1849 bowspeed = 1; 1597 bowspeed = 1;
1850 1598
1851 if (arrow == NULL) 1599 if (arrow == NULL)
1852 { 1600 {
1858 else 1606 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1860 return 0; 1608 return 0;
1861 } 1609 }
1862 } 1610 }
1611
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1614 return 0;
1867 } 1615
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1617 {
1870 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.");
1871 return 0; 1619 return 0;
1872 } 1620 }
1878 return 0; 1626 return 0;
1879 } 1627 }
1880 1628
1881 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1631 if (!arrow)
1884 { 1632 {
1885 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);
1886 return 0; 1634 return 0;
1887 } 1635 }
1636
1888 arrow->set_owner (op); 1637 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1639 arrow->direction = dir;
1892 arrow->x = sx;
1893 arrow->y = sy;
1894 1640
1895 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1896 { 1642 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op); 1644 op->update_stats ();
1899 } 1645 }
1900 1646
1901 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1907 1653
1908 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1909 * 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.
1910 */ 1656 */
1911 1657
1913 1659
1914 /* update the speed */ 1660 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 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;
1917 1663
1918 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1922 1666
1923 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1924 { 1668 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1935 } 1679 }
1936 1680
1937 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1938 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1939 1683
1940 if (bow->slaying != NULL) 1684 if (bow->slaying)
1941 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1942 1686
1943 arrow->map = m;
1944 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1689
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1949 1692
1950 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1694 move_arrow (arrow);
1952 1695
1953 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1979 } 1722 }
1980 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)
1981 { 1724 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1726 wcmod = -1;
1727
1984 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);
1985 } 1729 }
1986 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1987 { 1731 {
1988 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);
2058 1802
2059 if (item->arch) 1803 if (item->arch)
2060 { 1804 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2063 item->speed = 0; 1807 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1808 }
1809
2066 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1812 }
2069 } 1813 }
2070 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1815 drain_rod_charge (item);
2073 }
2074 } 1816 }
2075} 1817}
2076 1818
2077/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2078 */ 1820 */
2221 * 0 otherwise 1963 * 0 otherwise
2222 */ 1964 */
2223static int 1965static int
2224player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2225{ 1967{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2230 */ 1971 */
2231 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2269 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2273 */ 2014 */
2274
2275void 2015void
2276move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2277{ 2017{
2278 object *tmp, *mon; 2018 object *tmp, *mon;
2279 sint16 nx, ny; 2019 sint16 nx, ny;
2281 maptile *m; 2021 maptile *m;
2282 2022
2283 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2285 2025
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2287 2027
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2296 */ 2036 */
2297 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))
2298 { 2038 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2040 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2302 if (!m) 2042 if (!m)
2303 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2304 } 2044 }
2305 else 2045 else
2306 m = op->map; 2046 m = op->map;
2307 2047
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2049 return;
2312 }
2313 2050
2314 mon = NULL; 2051 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2055 * on the space
2319 */ 2056 */
2320 while (tmp != NULL) 2057 while (tmp)
2321 { 2058 {
2322 if (tmp == op) 2059 if (tmp == op)
2323 { 2060 {
2324 tmp = tmp->above; 2061 tmp = tmp->above;
2325 continue; 2062 continue;
2335 mon = tmp; 2072 mon = tmp;
2336 2073
2337 tmp = tmp->above; 2074 tmp = tmp->above;
2338 } 2075 }
2339 2076
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2078 return; /* into a wall */
2342 2079
2343 if (mon->head != NULL) 2080 if (mon->head)
2344 mon = mon->head; 2081 mon = mon->head;
2345 2082
2346 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))
2347 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2348 return; 2085 return;
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2108 {
2372 /* 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 */
2373 if (op->contr->braced) 2110 if (op->contr->braced)
2374 return; 2111 return;
2112
2375 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);
2376 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2116 make_visible (op);
2117
2379 return; 2118 return;
2380 } 2119 }
2381 2120
2382 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2385 * attack them either. 2124 * attack them either.
2386 */ 2125 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (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)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2129 (op->contr->peaceful
2391 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2392 && mon->contr-> 2131 && mon->contr->
2393 peaceful)) && 2132 peaceful)) &&
2394#else 2133#else
2395 op->contr->peaceful && 2134 op->contr->peaceful &&
2396#endif 2135#endif
2397 !on_battleground)) 2136 !on_battleground))
2398 { 2137 {
2399 if (!op->contr->braced) 2138 if (!op->contr->braced)
2400 { 2139 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2403 } 2142 }
2404 else 2143 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2145
2408 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2147 make_visible (op);
2410 } 2148 }
2411 2149
2412 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2423 * 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
2424 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2165 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2168 {
2432 2169
2433 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2178
2442 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 */
2443 } 2180 }
2444 2181
2445 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2446 2183
2447 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2187 * the wiz.
2452 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))
2453 { 2190 {
2454 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2455 2192
2456 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2459 } 2196 }
2197
2460 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2461 make_visible (op); 2199 make_visible (op);
2462 } 2200 }
2463 } /* if player should attack something */ 2201 } /* if player should attack something */
2464} 2202}
2466int 2204int
2467move_player (object *op, int dir) 2205move_player (object *op, int dir)
2468{ 2206{
2469 int pick; 2207 int pick;
2470 2208
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2210 return 0;
2473 2211
2474 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2476 { 2214 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2216 return 0;
2479 } 2217 }
2480 2218
2481 /* peterm: added following line */ 2219 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2484 2222
2485 op->facing = dir; 2223 op->facing = dir;
2486 2224
2499 2237
2500 /* 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
2501 * server can handle repeat firing. 2239 * server can handle repeat firing.
2502 */ 2240 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2242 op->direction = dir;
2506 }
2507 else 2243 else
2508 {
2509 op->direction = 0; 2244 op->direction = 0;
2510 } 2245
2511 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2248 * for players.
2514 */ 2249 */
2515 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2567 2302
2568 /* 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
2569 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2305 * called, so we recheck it here.
2571 */ 2306 */
2572 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2573 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2574 return 0; 2311 {
2575
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2313 {
2578 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2315 op->speed_left--;
2580 2316
2581 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2582 * 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
2583 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2584 */ 2320 */
2585 move_player (op, op->direction); 2321 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2322
2587 return 1; 2323 return op->speed_left > 0;
2588 else 2324 }
2589 return 0;
2590 } 2325 }
2326
2591 return 0; 2327 return 0;
2592} 2328}
2593 2329
2594int 2330int
2595save_life (object *op) 2331save_life (object *op)
2596{ 2332{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2334 return 0;
2601 2335
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2338 {
2605 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);
2606 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));
2607 2341
2615 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2616 2350
2617 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2618 op->stats.food = 999; 2352 op->stats.food = 999;
2619 2353
2620 fix_player (op); 2354 op->update_stats ();
2621 return 1; 2355 return 1;
2622 } 2356 }
2357
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2361 return 0;
2627} 2362}
2636{ 2371{
2637 object *next; 2372 object *next;
2638 2373
2639 while (op) 2374 while (op)
2640 { 2375 {
2641 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' */
2642 * we remove object 'op' 2377
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2379 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2652 } 2384 }
2653 else if (op->inv) 2385 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2655 op = next; 2388 op = next;
2656 } 2389 }
2657} 2390}
2658
2659 2391
2660/* 2392/*
2661 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2409 else
2678 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2413 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2682 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);
2683 else 2416 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2420 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2688 { 2422 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2425 strcat (buf2, buf);
2692 } 2426 }
2427
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2696 return buf2; 2432 return buf2;
2697} 2433}
2698
2699
2700 2434
2701void 2435void
2702do_some_living (object *op) 2436do_some_living (object *op)
2703{ 2437{
2704 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2713 const int max_grace = 1; 2447 const int max_grace = 1;
2714 2448
2715 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2716 { 2450 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 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)
2719 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2454 }
2721 2455
2722 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2723 { 2457 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2462 else
2730 { 2463 {
2731 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2466 }
2467
2734 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2470 else
2737 { 2471 {
2738 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2474 }
2475
2741 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2478 else
2744 { 2479 {
2745 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2498 op->stats.food = last_food;
2764 } 2499 }
2765 } 2500 }
2501
2766 if (max_sp > 1) 2502 if (max_sp > 1)
2767 { 2503 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2505 if (over_sp > 0)
2770 { 2506 {
2771 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2772 { 2508 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2774 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))
2775 op->stats.sp--; 2512 op->stats.sp--;
2513
2776 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2778 } 2516 }
2779 op->last_sp = 0; 2517 op->last_sp = 0;
2780 } 2518 }
2781 else 2519 else
2782 {
2783 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);
2784 }
2785 } 2521 }
2786 else 2522 else
2787 {
2788 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);
2789 }
2790 } 2524 }
2791 2525
2792 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2795 { 2529 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2798 if (max_grace > 1) 2533 if (max_grace > 1)
2799 { 2534 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2536 if (over_grace > 0)
2802 { 2537 {
2830 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2567 op->stats.food = last_food;
2833 } 2568 }
2834 } 2569 }
2570
2835 if (max_hp > 1) 2571 if (max_hp > 1)
2836 { 2572 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2574 if (over_hp > 0)
2839 { 2575 {
2863 2599
2864 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2602 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2868 /* dms do not consume food */ 2605 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2607 op->stats.food--;
2871 } 2608 }
2872 }
2873 2609
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2611 {
2876 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2877 2613
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2615 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2623 break;
2888 } 2624 }
2889 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2890 flesh = tmp; 2626 flesh = tmp;
2891 } /* End if paid for object */ 2627 } /* End if paid for object */
2892 } /* end of for loop */ 2628 } /* end of for loop */
2629
2893 /* 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
2894 * eat flesh instead. 2631 * eat flesh instead.
2895 */ 2632 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2634 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2900 } 2637 }
2901 } /* end if player is starving */ 2638 }
2902 2639
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2905 2642
2906 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))
2907 kill_player (op); 2644 kill_player (op);
2645 }
2908} 2646}
2909
2910
2911 2647
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2651 * file.
2945 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!");
2946 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...");
2947 2683
2948 /* restore player */ 2684 /* restore player */
2949 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2687 {
2953 tmp->destroy (); 2688 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2690 }
2956 2691
2957 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2694 {
2961 tmp->destroy (); 2695 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2697 }
2964 2698
2966 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2702 op->stats.food = 999;
2969 2703
2970 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2706 {
2974 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2708 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2712 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2716 }
2985 2717
2986 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2720 op->contr->braced = 0;
2993 2725
2994 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2995 2727
2996 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2997 { 2729 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3007 } 2732 }
3008 else 2733 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3018 } 2735
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2737
3021 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3022 x = op->x; 2739 x = op->x;
3023 y = op->y; 2740 y = op->y;
3024 map = op->map; 2741 map = op->map;
3025 2742
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2746 */
3033 2747
3034 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2750 * of death.
3037 */ 2751 */
3038#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3040 { 2754 {
3041 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2757 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2760 little bit harder. */
3047 /* GD */ 2761 /* GD */
3048 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2763 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2764 else
3054 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3055 num_stats_lose = 1; 2768 num_stats_lose = 1;
3056 } 2769
3057 lost_a_stat = 0; 2770 lost_a_stat = 0;
3058 2771
3059 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3060 { 2773 {
3061 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3062 2775
3063 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3064 { 2777 {
3065 /* 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
3066 * what he lost. 2779 * what he lost.
3067 */ 2780 */
3068 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2799 }
3075 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3076 { 2802 {
3077 /* deplete a stat */ 2803 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3079 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3080 2806 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2807 {
3084 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3086 } 2810
3087 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2817 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2818 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2820 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2821 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2822 else
3129 if (this_stat >= -50)
3130 { 2823 {
3131 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2829 }
3137 } 2830 }
3138 } 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 }
3139 } 2850 }
2851 }
2852 }
3140 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2854 if (!lost_a_stat)
3142 { 2855 {
3143 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3146 2859
3147 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2862 else
3150 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.");
3151 } 2864 }
3152#else 2865#else
3153 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.");
3154#endif 2867#endif
3155 2868
3156 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2870 * exp loss on the stone.
3158 */ 2871 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2874 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2878 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2881
3169 /**************************************/ 2882 /**************************************/
3170 /* */ 2883 /* */
3171 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3174 /* */ 2887 /* */
3175 /**************************************/ 2888 /**************************************/
3176 2889
3177 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2891 /* restore player */
3179 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3181 2894
3182 if (tmp) 2895 if (tmp)
3183 { 2896 {
3184 tmp->destroy (); 2897 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2899 }
3187 2900
3188 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2903 if (tmp)
3191 { 2904 {
3192 tmp->destroy (); 2905 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2907 }
3195 2908
3196 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3197 2910
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3201 op->stats.food = 900; 2914 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2918
3206 /* 2919 /*
3207 * 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
3208 * 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
3209 * in the map. 2922 * in the map.
3210 */ 2923 */
3211 2924
3212 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3214 2927
3215 /****************************************/ 2928 /****************************************/
3216 /* */ 2929 /* */
3217 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3219 /* */ 2932 /* */
3220 /****************************************/ 2933 /****************************************/
3221 2934
3222 enter_player_savebed (op); 2935 enter_player_savebed (op);
3223 2936
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2937 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2938
3230 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2942 * on the space that might harm the player.
3234 */ 2943 */
3235 will_kill_again = 0; 2944 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3239 2948
3240 if (will_kill_again) 2949 if (will_kill_again)
3241 { 2950 {
3242 object *force; 2951 object *force;
3243 int at; 2952 int at;
3244 2953
3245 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2956 force->speed = 0.1;
3248 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2961 force->resist[at] = 100;
3253 2962
3254 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3255 fix_player (op); 2964 op->update_stats ();
3256 2965
3257 } 2966 }
3258 2967
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2969}
3328
3329 2970
3330void 2971void
3331loot_object (object *op) 2972loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3334 2975
3335 if (op->container) 2976 if (op->container)
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3338 }
3339 2978
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3341 { 2980 {
3342 next = tmp->below; 2981 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3344 continue; 2984 continue;
2985
3345 tmp->remove (); 2986 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3347 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2989 { /* empty container to ground */
3349 loot_object (tmp); 2990 loot_object (tmp);
3371 */ 3012 */
3372 3013
3373void 3014void
3374fix_weight (void) 3015fix_weight (void)
3375{ 3016{
3376 player *pl; 3017 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 3018 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 3020
3382 if (old == sum) 3021 if (old == sum)
3383 continue; 3022 continue;
3384 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3385 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);
3386 } 3025 }
3387} 3026}
3388 3027
3389void 3028void
3390fix_luck (void) 3029fix_luck (void)
3391{ 3030{
3392 player *pl; 3031 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3397} 3034}
3398
3399 3035
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3403 */ 3039 */
3404
3405void 3040void
3406cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3407{ 3042{
3408 object *skop, *spob; 3043 object *skop, *spob;
3409 3044
3454 object *tmp = NULL; 3089 object *tmp = NULL;
3455 3090
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3092 return 1;
3458 3093
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3094 return 0;
3465} 3095}
3466 3096
3467/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3524 3154
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3156
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3531 { 3160 {
3532 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!");
3533 make_visible (op); 3162 make_visible (op);
3534 return; 3163 return;
3535 } 3164 }
3536 else 3165 else
3537 num += 20; 3166 num += 20;
3538 } 3167
3539 num += op->map->difficulty; 3168 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3170 num -= hide;
3171
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3173 {
3544 make_visible (op); 3174 make_visible (op);
3545 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3546 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!");
3547 } 3177 }
3548 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3180}
3553 3181
3554/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3555 3183
3556int 3184int
3583 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3584 continue; 3212 continue;
3585 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)))
3586 continue; 3214 continue;
3587 3215
3588 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)
3589 { 3217 {
3590 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))
3591 return 1; 3219 return 1;
3592 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3593 { 3221 {
3623 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3624 { 3252 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3254 return -1;
3627 } 3255 }
3256
3628 if (!pl || !op) 3257 if (!pl || !op)
3629 return 0; 3258 return 0;
3630 3259
3631 if (op->head)
3632 {
3633 op = op->head; 3260 op = op->head_ ();
3634 } 3261
3635 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3636 3263
3637 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3265 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3647 3274
3648 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3277 * for any meaningful values.
3651 */ 3278 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3282 return 1;
3656 op = op->more; 3283 op = op->more;
3657 } 3284 }
3658 return 0; 3285 return 0;
3659} 3286}
3769 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3770 return; 3397 return;
3771 3398
3772 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++);
3773 3400
3774 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3775 { 3402 {
3776 /* 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]); */
3777 return; 3404 return;
3778 } 3405 }
3779 3406
3845 { 3472 {
3846 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3474 object *skin;
3848 3475
3849 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 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
3851 if (skin == NULL) 3481 if (!skin)
3852 return; 3482 return;
3853 3483
3854 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3486 {

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