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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int 153/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 154static void
155set_first_map (object *op)
184{ 156{
185 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
186 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)
187 return 0; 179 return;
188 180
189 for (; *cp != '\0'; cp++) 181 players.insert (this);
190 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)
191 return 0; 192 return;
192 return 1;
193}
194 193
195/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
196 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
197 * Caller is responsible for setting the correct map. 196 ob->remove ();
198 */ 197 ob->map = 0;
199 198
200/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
201 * Hopefully this will be less bugfree and simpler. 200}
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211 201
212 /* Clears basically the entire player structure except 202// connect the player with a specific client
213 * for next and socket. 203// also changed, rationalises, and fixes some incorrect settings
204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
209
210 ns->update_look = 0;
211 ns->look_position = 0;
212
213 clear_los (ob);
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
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.
214 */ 235 */
215 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
216 238
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{
217 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
218 * we deal with that below this point. 317 * we deal with that below this point.
219 */ 318 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 322
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
231 324
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
246 p->last_speed = -1; 326 last_speed = -1;
247 p->shoottype = range_none; 327 shoottype = range_none;
248 p->bowtype = bow_normal; 328 bowtype = bow_normal;
249 p->petmode = pet_normal; 329 petmode = pet_normal;
250 p->listening = 10; 330 listening = 10;
251 p->usekeys = containers; 331 usekeys = containers;
252 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
254 p->do_los = 1; 334 do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262 335
263 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
266 * at zero. 339 * at zero.
267 */ 340 */
268 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273 343
274 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1; 345 last_resist[i] = -1;
276 346
277 p->last_stats.exp = -1; 347 last_stats.exp = -1;
278 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 349}
285 350
286/* This loads the first map an puts the player on it. */ 351void
287static void 352player::do_destroy ()
288set_first_map (object *op)
289{ 353{
290 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
291 op->x = -1;
292 op->y = -1;
293 enter_exit (op, NULL);
294}
295 355
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
296/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 373 * mode.
299 */ 374 */
300 375player *
301int 376player::create ()
302add_player (client_socket *ns)
303{ 377{
304 player *p = new player; 378 player *pl = new player;
305 379
306 p->socket = ns; 380 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308
309 p->next = first_player;
310 first_player = p;
311
312 p = get_player (p);
313
314 set_first_map (p->ob); 381 set_first_map (pl->ob);
315 382
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 383 return pl;
324} 384}
325 385
326/* 386/*
327 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
337 { 397 {
338 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
339 at = first_archetype; 399 at = first_archetype;
340 else 400 else
341 at = at->next; 401 at = at->next;
402
342 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
343 return at; 404 return at;
405
344 if (at == start) 406 if (at == start)
345 { 407 {
346 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 409 exit (-1);
348 } 410 }
349 } 411 }
350} 412}
351 413
352
353object * 414object *
354get_nearest_player (object *mon) 415get_nearest_player (object *mon)
355{ 416{
356 object *op = NULL; 417 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 418 objectlink *ol;
359 unsigned lastdist; 419 unsigned lastdist;
360 rv_vector rv; 420 rv_vector rv;
361 421
362 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)
394 { 454 {
395 op = ol->ob; 455 op = ol->ob;
396 lastdist = rv.distance; 456 lastdist = rv.distance;
397 } 457 }
398 } 458 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 459
400 { 460 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
405 { 463 {
406 op = pl->ob; 464 op = pl->ob;
407 lastdist = rv.distance; 465 lastdist = rv.distance;
408 } 466 }
409 } 467
410 }
411#if 0 468#if 0
412 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)");
413#endif 470#endif
414 return op; 471 return op;
415} 472}
433 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 492 * is probably not a good thing.
436 */ 493 */
437#define MAX_SPACES 50 494#define MAX_SPACES 50
438
439 495
440/* 496/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
682 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
683 link_player_skills (pl); 739 link_player_skills (pl);
684} 740}
685 741
686void 742void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
771{ 744{
772 if (party == NULL) 745 if (party == NULL)
773 { 746 {
774 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);
775 return; 748 return;
776 } 749 }
750
777 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
780 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:");
781} 755}
782
783 756
784/* 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. */
785int 758static int
786roll_stat (void) 759roll_stat (void)
787{ 760{
788 int a[4], i, j, k; 761 int a[4], i, j, k;
789 762
790 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
793 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 767 if (a[i] < k)
795 k = a[i], j = i; 768 k = a[i], j = i;
796 769
797 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 771 if (i != j)
800 k += a[i]; 772 k += a[i];
801 } 773
802 return k; 774 return k;
803} 775}
804 776
805void 777void
806roll_stats (object *op) 778object::roll_stats ()
807{ 779{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 780 int statsort [7];
811 781
812 do 782 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 783 {
823 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
824 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
825 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 794
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
858 802
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 803 stats.exp = 0;
870 op->stats.ac = 0; 804 stats.ac = 0;
871 805
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
881} 818}
882 819
883void 820void
884Roll_Again (object *op) 821object::swap_stats (int a, int b)
885{ 822{
886 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[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);
889}
890 826
891void 827 stats.Str = contr->orig_stats.Str;
892Swap_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)
893{ 859{
894 signed char tmp;
895 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
896 861
897 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 866}
1012 867
1013/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1017 * not the class. 872 * not the class.
1018 */ 873 */
1019
1020int 874int
1021key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1022{ 876{
1023 int tmp_loop; 877 int tmp_loop;
1024 878
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1032 { 880 {
1033 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1034 882
1035 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1040 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1041 889
1042 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1044 892
1045 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1046 894
1047 if (op->msg) 895 if (op->msg)
1048 op->msg = NULL; 896 op->msg = NULL;
1049 897
1050 /* 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
1059 start_info (op); 907 start_info (op);
1060 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1062 link_player_skills (op); 910 link_player_skills (op);
1063 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1064 fix_player (op); 912 op->update_stats ();
1065 913
1066 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1067 * is one for this race 915 * is one for this race
1068 */ 916 */
1069 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1070 { 918 {
1071 object *tmp; 919 object *tmp;
1072 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1073 921
1074 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);
1075 tmp = object::create (); 923 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1079 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;
1080 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1081 * default initial map */ 929 * default initial map */
1082 tmp->destroy (); 930 tmp->destroy ();
1083 } 931 }
1084 else 932 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 934
1088 return 0; 935 return 0;
1089 } 936 }
1090 937
1091 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1096 while (!tmp_loop) 943 while (!tmp_loop)
1097 { 944 {
1098 shstr name = op->name; 945 shstr name = op->name;
1099 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1100 947
1101 remove_statbonus (op); 948 op->remove_statbonus ();
1102 op->remove (); 949 op->remove ();
1103 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1104 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1105 op->instantiate (); 952 op->instantiate ();
1106 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1108 op->x = x; 955 op->x = x;
1109 op->y = y; 956 op->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1112 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1113 add_statbonus (op); 960 op->add_statbonus ();
1114 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1115 } 962 }
1116 963
1117 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1119 fix_player (op); 966 op->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1122 op->stats.grace = 0; 969 op->stats.grace = 0;
1123 970
1124 if (op->msg) 971 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126 973
1127 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");
1128 return 0; 975 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 976}
1179 977
1180void 978void
1181flee_player (object *op) 979flee_player (object *op)
1182{ 980{
1212 { 1010 {
1213 op->enemy = NULL; 1011 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1013 return;
1216 } 1014 }
1015
1217 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1218 1017
1219 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1221 { 1020 {
1222 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1223 1022
1224 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)))
1225 {
1226 return; 1024 return;
1227 }
1228 } 1025 }
1026
1229 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1029 op->enemy = NULL;
1232} 1030}
1233 1031
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1119 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1124 }
1125
1355 /* philosophy: 1126 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1131 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1789 if (!dir) 1560 if (!dir)
1790 { 1561 {
1791 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!");
1792 return 0; 1563 return 0;
1793 } 1564 }
1565
1794 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1796 else 1568 else
1797 { 1569 {
1798 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1806 { 1578 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1580 return 0;
1809 } 1581 }
1810 } 1582 }
1583
1811 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1812 { 1585 {
1813 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);
1814 return 0; 1587 return 0;
1815 } 1588 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1591
1819 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1822 if (bowspeed < 1) 1596 if (bowspeed < 1)
1823 bowspeed = 1; 1597 bowspeed = 1;
1824 1598
1825 if (arrow == NULL) 1599 if (arrow == NULL)
1826 { 1600 {
1832 else 1606 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0; 1608 return 0;
1835 } 1609 }
1836 } 1610 }
1611
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1614 return 0;
1841 } 1615
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1617 {
1844 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.");
1845 return 0; 1619 return 0;
1846 } 1620 }
1852 return 0; 1626 return 0;
1853 } 1627 }
1854 1628
1855 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1631 if (!arrow)
1858 { 1632 {
1859 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);
1860 return 0; 1634 return 0;
1861 } 1635 }
1636
1862 arrow->set_owner (op); 1637 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1639 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1640
1869 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1870 { 1642 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1644 op->update_stats ();
1873 } 1645 }
1874 1646
1875 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1881 1653
1882 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1883 * 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.
1884 */ 1656 */
1885 1657
1887 1659
1888 /* update the speed */ 1660 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 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;
1891 1663
1892 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1896 1666
1897 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1898 { 1668 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1909 } 1679 }
1910 1680
1911 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1913 1683
1914 if (bow->slaying != NULL) 1684 if (bow->slaying)
1915 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1916 1686
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1689
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1923 1692
1924 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1694 move_arrow (arrow);
1926 1695
1927 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1953 } 1722 }
1954 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)
1955 { 1724 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1726 wcmod = -1;
1727
1958 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);
1959 } 1729 }
1960 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1961 { 1731 {
1962 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);
2032 1802
2033 if (item->arch) 1803 if (item->arch)
2034 { 1804 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2037 item->speed = 0; 1807 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1808 }
1809
2040 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1812 }
2043 } 1813 }
2044 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1815 drain_rod_charge (item);
2047 }
2048 } 1816 }
2049} 1817}
2050 1818
2051/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2052 */ 1820 */
2195 * 0 otherwise 1963 * 0 otherwise
2196 */ 1964 */
2197static int 1965static int
2198player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2199{ 1967{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2204 */ 1971 */
2205 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2243 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2247 */ 2014 */
2248
2249void 2015void
2250move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2251{ 2017{
2252 object *tmp, *mon; 2018 object *tmp, *mon;
2253 sint16 nx, ny; 2019 sint16 nx, ny;
2255 maptile *m; 2021 maptile *m;
2256 2022
2257 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2259 2025
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2261 2027
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2270 */ 2036 */
2271 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))
2272 { 2038 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2040 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2276 if (!m) 2042 if (!m)
2277 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2278 } 2044 }
2279 else 2045 else
2280 m = op->map; 2046 m = op->map;
2281 2047
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2049 return;
2286 }
2287 2050
2288 mon = NULL; 2051 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2055 * on the space
2293 */ 2056 */
2294 while (tmp != NULL) 2057 while (tmp)
2295 { 2058 {
2296 if (tmp == op) 2059 if (tmp == op)
2297 { 2060 {
2298 tmp = tmp->above; 2061 tmp = tmp->above;
2299 continue; 2062 continue;
2309 mon = tmp; 2072 mon = tmp;
2310 2073
2311 tmp = tmp->above; 2074 tmp = tmp->above;
2312 } 2075 }
2313 2076
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2078 return; /* into a wall */
2316 2079
2317 if (mon->head != NULL) 2080 if (mon->head)
2318 mon = mon->head; 2081 mon = mon->head;
2319 2082
2320 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))
2321 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2322 return; 2085 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2108 {
2346 /* 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 */
2347 if (op->contr->braced) 2110 if (op->contr->braced)
2348 return; 2111 return;
2112
2349 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);
2350 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2116 make_visible (op);
2117
2353 return; 2118 return;
2354 } 2119 }
2355 2120
2356 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2124 * attack them either.
2360 */ 2125 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2129 (op->contr->peaceful
2365 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2366 && mon->contr-> 2131 && mon->contr->
2367 peaceful)) && 2132 peaceful)) &&
2368#else 2133#else
2369 op->contr->peaceful && 2134 op->contr->peaceful &&
2370#endif 2135#endif
2371 !on_battleground)) 2136 !on_battleground))
2372 { 2137 {
2373 if (!op->contr->braced) 2138 if (!op->contr->braced)
2374 { 2139 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2377 } 2142 }
2378 else 2143 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2145
2382 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2147 make_visible (op);
2384 } 2148 }
2385 2149
2386 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2397 * 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
2398 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2165 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2168 {
2406 2169
2407 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2178
2416 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 */
2417 } 2180 }
2418 2181
2419 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2420 2183
2421 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2187 * the wiz.
2426 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))
2427 { 2190 {
2428 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2429 2192
2430 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2433 } 2196 }
2197
2434 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2435 make_visible (op); 2199 make_visible (op);
2436 } 2200 }
2437 } /* if player should attack something */ 2201 } /* if player should attack something */
2438} 2202}
2440int 2204int
2441move_player (object *op, int dir) 2205move_player (object *op, int dir)
2442{ 2206{
2443 int pick; 2207 int pick;
2444 2208
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2210 return 0;
2447 2211
2448 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2450 { 2214 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2216 return 0;
2453 } 2217 }
2454 2218
2455 /* peterm: added following line */ 2219 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458 2222
2459 op->facing = dir; 2223 op->facing = dir;
2460 2224
2473 2237
2474 /* 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
2475 * server can handle repeat firing. 2239 * server can handle repeat firing.
2476 */ 2240 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2242 op->direction = dir;
2480 }
2481 else 2243 else
2482 {
2483 op->direction = 0; 2244 op->direction = 0;
2484 } 2245
2485 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2248 * for players.
2488 */ 2249 */
2489 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2541 2302
2542 /* 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
2543 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2305 * called, so we recheck it here.
2545 */ 2306 */
2546 HandleClient (op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2547 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2548 return 0; 2311 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2313 {
2552 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2315 op->speed_left--;
2554 2316
2555 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2558 */ 2320 */
2559 move_player (op, op->direction); 2321 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2322
2561 return 1; 2323 return op->speed_left > 0;
2562 else 2324 }
2563 return 0;
2564 } 2325 }
2326
2565 return 0; 2327 return 0;
2566} 2328}
2567 2329
2568int 2330int
2569save_life (object *op) 2331save_life (object *op)
2570{ 2332{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2334 return 0;
2575 2335
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2338 {
2579 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);
2580 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));
2581 2341
2589 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2590 2350
2591 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2592 op->stats.food = 999; 2352 op->stats.food = 999;
2593 2353
2594 fix_player (op); 2354 op->update_stats ();
2595 return 1; 2355 return 1;
2596 } 2356 }
2357
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2361 return 0;
2601} 2362}
2610{ 2371{
2611 object *next; 2372 object *next;
2612 2373
2613 while (op) 2374 while (op)
2614 { 2375 {
2615 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' */
2616 * we remove object 'op' 2377
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2379 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2626 } 2384 }
2627 else if (op->inv) 2385 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2629 op = next; 2388 op = next;
2630 } 2389 }
2631} 2390}
2632
2633 2391
2634/* 2392/*
2635 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2409 else
2652 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2413 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2656 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);
2657 else 2416 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2420 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2662 { 2422 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2425 strcat (buf2, buf);
2666 } 2426 }
2427
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2670 return buf2; 2432 return buf2;
2671} 2433}
2672
2673
2674 2434
2675void 2435void
2676do_some_living (object *op) 2436do_some_living (object *op)
2677{ 2437{
2678 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2687 const int max_grace = 1; 2447 const int max_grace = 1;
2688 2448
2689 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2690 { 2450 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 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)
2693 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2454 }
2695 2455
2696 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2697 { 2457 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2462 else
2704 { 2463 {
2705 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2466 }
2467
2708 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2470 else
2711 { 2471 {
2712 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2474 }
2475
2715 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2478 else
2718 { 2479 {
2719 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2735 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2498 op->stats.food = last_food;
2738 } 2499 }
2739 } 2500 }
2501
2740 if (max_sp > 1) 2502 if (max_sp > 1)
2741 { 2503 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2505 if (over_sp > 0)
2744 { 2506 {
2745 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2746 { 2508 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2748 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))
2749 op->stats.sp--; 2512 op->stats.sp--;
2513
2750 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2752 } 2516 }
2753 op->last_sp = 0; 2517 op->last_sp = 0;
2754 } 2518 }
2755 else 2519 else
2756 {
2757 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);
2758 }
2759 } 2521 }
2760 else 2522 else
2761 {
2762 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);
2763 }
2764 } 2524 }
2765 2525
2766 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2769 { 2529 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2772 if (max_grace > 1) 2533 if (max_grace > 1)
2773 { 2534 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2536 if (over_grace > 0)
2776 { 2537 {
2804 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2567 op->stats.food = last_food;
2807 } 2568 }
2808 } 2569 }
2570
2809 if (max_hp > 1) 2571 if (max_hp > 1)
2810 { 2572 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2574 if (over_hp > 0)
2813 { 2575 {
2837 2599
2838 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2602 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2842 /* dms do not consume food */ 2605 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2607 op->stats.food--;
2845 } 2608 }
2846 }
2847 2609
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2611 {
2850 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2851 2613
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2615 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2623 break;
2862 } 2624 }
2863 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2864 flesh = tmp; 2626 flesh = tmp;
2865 } /* End if paid for object */ 2627 } /* End if paid for object */
2866 } /* end of for loop */ 2628 } /* end of for loop */
2629
2867 /* 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
2868 * eat flesh instead. 2631 * eat flesh instead.
2869 */ 2632 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2634 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2874 } 2637 }
2875 } /* end if player is starving */ 2638 }
2876 2639
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2879 2642
2880 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))
2881 kill_player (op); 2644 kill_player (op);
2645 }
2882} 2646}
2883
2884
2885 2647
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2651 * file.
2919 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!");
2920 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...");
2921 2683
2922 /* restore player */ 2684 /* restore player */
2923 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2687 {
2927 tmp->destroy (); 2688 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2690 }
2930 2691
2931 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2694 {
2935 tmp->destroy (); 2695 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2697 }
2938 2698
2940 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2702 op->stats.food = 999;
2943 2703
2944 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2706 {
2948 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2708 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2712 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2956 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2716 }
2959 2717
2960 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2720 op->contr->braced = 0;
2967 2725
2968 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2969 2727
2970 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2971 { 2729 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2981 } 2732 }
2982 else 2733 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
2992 } 2735
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2737
2995 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
2996 x = op->x; 2739 x = op->x;
2997 y = op->y; 2740 y = op->y;
2998 map = op->map; 2741 map = op->map;
2999 2742
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2746 */
3007 2747
3008 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2750 * of death.
3011 */ 2751 */
3012#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3014 { 2754 {
3015 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2757 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2760 little bit harder. */
3021 /* GD */ 2761 /* GD */
3022 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2763 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2764 else
3028 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3029 num_stats_lose = 1; 2768 num_stats_lose = 1;
3030 } 2769
3031 lost_a_stat = 0; 2770 lost_a_stat = 0;
3032 2771
3033 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3034 { 2773 {
3035 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3036 2775
3037 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3038 { 2777 {
3039 /* 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
3040 * what he lost. 2779 * what he lost.
3041 */ 2780 */
3042 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2799 }
3049 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3050 { 2802 {
3051 /* deplete a stat */ 2803 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3053 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3054 2806 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2807 {
3058 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3060 } 2810
3061 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2817 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2818 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2820 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2821 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2822 else
3103 if (this_stat >= -50)
3104 { 2823 {
3105 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2829 }
3111 } 2830 }
3112 } 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 }
3113 } 2850 }
2851 }
2852 }
3114 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2854 if (!lost_a_stat)
3116 { 2855 {
3117 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3120 2859
3121 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2862 else
3124 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.");
3125 } 2864 }
3126#else 2865#else
3127 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.");
3128#endif 2867#endif
3129 2868
3130 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2870 * exp loss on the stone.
3132 */ 2871 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2874 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2878 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2881
3143 /**************************************/ 2882 /**************************************/
3144 /* */ 2883 /* */
3145 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3148 /* */ 2887 /* */
3149 /**************************************/ 2888 /**************************************/
3150 2889
3151 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2891 /* restore player */
3153 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3155 2894
3156 if (tmp) 2895 if (tmp)
3157 { 2896 {
3158 tmp->destroy (); 2897 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2899 }
3161 2900
3162 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2903 if (tmp)
3165 { 2904 {
3166 tmp->destroy (); 2905 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2907 }
3169 2908
3170 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3171 2910
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3175 op->stats.food = 900; 2914 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2918
3180 /* 2919 /*
3181 * 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
3182 * 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
3183 * in the map. 2922 * in the map.
3184 */ 2923 */
3185 2924
3186 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3188 2927
3189 /****************************************/ 2928 /****************************************/
3190 /* */ 2929 /* */
3191 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3193 /* */ 2932 /* */
3194 /****************************************/ 2933 /****************************************/
3195 2934
3196 enter_player_savebed (op); 2935 enter_player_savebed (op);
3197 2936
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2937 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2938
3204 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2942 * on the space that might harm the player.
3208 */ 2943 */
3209 will_kill_again = 0; 2944 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3213 2948
3214 if (will_kill_again) 2949 if (will_kill_again)
3215 { 2950 {
3216 object *force; 2951 object *force;
3217 int at; 2952 int at;
3218 2953
3219 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2956 force->speed = 0.1;
3222 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2961 force->resist[at] = 100;
3227 2962
3228 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3229 fix_player (op); 2964 op->update_stats ();
3230 2965
3231 } 2966 }
3232 2967
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2969}
3302
3303 2970
3304void 2971void
3305loot_object (object *op) 2972loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3308 2975
3309 if (op->container) 2976 if (op->container)
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3312 }
3313 2978
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3315 { 2980 {
3316 next = tmp->below; 2981 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3318 continue; 2984 continue;
2985
3319 tmp->remove (); 2986 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3321 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2989 { /* empty container to ground */
3323 loot_object (tmp); 2990 loot_object (tmp);
3345 */ 3012 */
3346 3013
3347void 3014void
3348fix_weight (void) 3015fix_weight (void)
3349{ 3016{
3350 player *pl; 3017 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 3018 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 3020
3356 if (old == sum) 3021 if (old == sum)
3357 continue; 3022 continue;
3358 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3359 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);
3360 } 3025 }
3361} 3026}
3362 3027
3363void 3028void
3364fix_luck (void) 3029fix_luck (void)
3365{ 3030{
3366 player *pl; 3031 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3371} 3034}
3372
3373 3035
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3377 */ 3039 */
3378
3379void 3040void
3380cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3381{ 3042{
3382 object *skop, *spob; 3043 object *skop, *spob;
3383 3044
3428 object *tmp = NULL; 3089 object *tmp = NULL;
3429 3090
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3092 return 1;
3432 3093
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3094 return 0;
3439} 3095}
3440 3096
3441/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3498 3154
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3156
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3505 { 3160 {
3506 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!");
3507 make_visible (op); 3162 make_visible (op);
3508 return; 3163 return;
3509 } 3164 }
3510 else 3165 else
3511 num += 20; 3166 num += 20;
3512 } 3167
3513 num += op->map->difficulty; 3168 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3170 num -= hide;
3171
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3173 {
3518 make_visible (op); 3174 make_visible (op);
3519 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3520 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!");
3521 } 3177 }
3522 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3180}
3527 3181
3528/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3529 3183
3530int 3184int
3557 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3558 continue; 3212 continue;
3559 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)))
3560 continue; 3214 continue;
3561 3215
3562 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)
3563 { 3217 {
3564 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))
3565 return 1; 3219 return 1;
3566 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3567 { 3221 {
3597 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3598 { 3252 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3254 return -1;
3601 } 3255 }
3256
3602 if (!pl || !op) 3257 if (!pl || !op)
3603 return 0; 3258 return 0;
3604 3259
3605 if (op->head)
3606 {
3607 op = op->head; 3260 op = op->head_ ();
3608 } 3261
3609 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3610 3263
3611 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3265 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3621 3274
3622 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3277 * for any meaningful values.
3625 */ 3278 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3282 return 1;
3630 op = op->more; 3283 op = op->more;
3631 } 3284 }
3632 return 0; 3285 return 0;
3633} 3286}
3743 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3744 return; 3397 return;
3745 3398
3746 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++);
3747 3400
3748 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3749 { 3402 {
3750 /* 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]); */
3751 return; 3404 return;
3752 } 3405 }
3753 3406
3819 { 3472 {
3820 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3474 object *skin;
3822 3475
3823 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3481 if (!skin)
3826 return; 3482 return;
3827 3483
3828 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3486 {

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