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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
377}
378
379player::~player ()
380{
381 /* Clear item stack */
382 free (stack_items);
383}
384
319/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
321 * mode. 387 * mode.
322 */ 388 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 389player *
390player::create ()
391{
392 player *pl = new player;
328 393
329 p = get_player (NULL); 394 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 395 set_first_map (pl->ob);
344 396
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 397 return pl;
353} 398}
354 399
355/* 400/*
356 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
366 { 411 {
367 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
368 at = first_archetype; 413 at = first_archetype;
369 else 414 else
370 at = at->next; 415 at = at->next;
416
371 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
372 return at; 418 return at;
419
373 if (at == start) 420 if (at == start)
374 { 421 {
375 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 423 exit (-1);
377 } 424 }
378 } 425 }
379} 426}
380 427
381
382object * 428object *
383get_nearest_player (object *mon) 429get_nearest_player (object *mon)
384{ 430{
385 object *op = NULL; 431 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 432 objectlink *ol;
388 unsigned lastdist; 433 unsigned lastdist;
389 rv_vector rv; 434 rv_vector rv;
390 435
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 437 {
393 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 445 object *tmp = ol->ob;
401 446
402 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 448 * itself will have been cleared.
404 */ 449 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
406 ol = ol->next; 452 ol = ol->next;
407 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
408 if (!ol) 454 if (!ol)
409 return op; 455 return op;
410 } 456 }
423 { 469 {
424 op = ol->ob; 470 op = ol->ob;
425 lastdist = rv.distance; 471 lastdist = rv.distance;
426 } 472 }
427 } 473 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 474
429 { 475 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
434 { 478 {
435 op = pl->ob; 479 op = pl->ob;
436 lastdist = rv.distance; 480 lastdist = rv.distance;
437 } 481 }
438 } 482
439 }
440#if 0 483#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 485#endif
443 return op; 486 return op;
444} 487}
462 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 507 * is probably not a good thing.
465 */ 508 */
466#define MAX_SPACES 50 509#define MAX_SPACES 50
467
468 510
469/* 511/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
712 link_player_skills (pl); 754 link_player_skills (pl);
713} 755}
714 756
715void 757void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
800{ 759{
801 if (party == NULL) 760 if (party == NULL)
802 { 761 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 763 return;
805 } 764 }
765
806 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 770}
811
812 771
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 773static int
815roll_stat (void) 774roll_stat (void)
816{ 775{
817 int a[4], i, j, k; 776 int a[4], i, j, k;
818 777
819 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 782 if (a[i] < k)
824 k = a[i], j = i; 783 k = a[i], j = i;
825 784
826 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 786 if (i != j)
829 k += a[i]; 787 k += a[i];
830 } 788
831 return k; 789 return k;
832} 790}
833 791
834void 792void
835roll_stats (object *op) 793object::roll_stats ()
836{ 794{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 795 int statsort [7];
840 796
841 do 797 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 798 {
852 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
853 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
854 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 809
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
887 817
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 818 stats.exp = 0;
899 op->stats.ac = 0; 819 stats.ac = 0;
900 820
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
909 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
910} 833}
911 834
912void 835void
913Roll_Again (object *op) 836object::swap_stats (int a, int b)
914{ 837{
915 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 841
920void 842 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
922{ 874{
923 signed char tmp;
924 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
925 876
926 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 881}
1041 882
1042/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1046 * not the class. 887 * not the class.
1047 */ 888 */
1048
1049int 889int
1050key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1051{ 891{
1052 int tmp_loop; 892 int tmp_loop;
1053 893
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1061 { 895 {
1062 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1063 897
1064 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
900
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 901 treasurelist *tl = find_treasurelist ("starting_wealth");
902 if (tl)
903 create_treasure (tl, op, 0, 0, 0);
1067 904
1068 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1070 907
1071 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1072 909
1073 if (op->msg) 910 if (op->msg)
1074 op->msg = NULL; 911 op->msg = NULL;
1075 912
1076 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1085 start_info (op); 922 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 925 link_player_skills (op);
1089 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1090 fix_player (op); 927 op->update_stats ();
1091 928
1092 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1093 * is one for this race 930 * is one for this race
1094 */ 931 */
1095 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1096 { 933 {
1097 object *tmp; 934 object *tmp;
1098 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1099 936
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = object::create (); 938 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1107 * default initial map */ 944 * default initial map */
1108 tmp->destroy (); 945 tmp->destroy ();
1109 } 946 }
1110 else 947 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 949
1114 return 0; 950 return 0;
1115 } 951 }
1116 952
1117 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1122 while (!tmp_loop) 958 while (!tmp_loop)
1123 { 959 {
1124 shstr name = op->name; 960 shstr name = op->name;
1125 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1126 962
1127 remove_statbonus (op); 963 op->remove_statbonus ();
1128 op->remove (); 964 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1130 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1131 op->instantiate (); 967 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1134 op->x = x; 970 op->x = x;
1135 op->y = y; 971 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 975 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1141 } 977 }
1142 978
1143 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 981 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 984 op->stats.grace = 0;
1149 985
1150 if (op->msg) 986 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 988
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 990 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 991}
1205 992
1206void 993void
1207flee_player (object *op) 994flee_player (object *op)
1208{ 995{
1238 { 1025 {
1239 op->enemy = NULL; 1026 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1028 return;
1242 } 1029 }
1030
1243 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1244 1032
1245 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1247 { 1035 {
1248 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1249 1037
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1039 return;
1253 }
1254 } 1040 }
1041
1255 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1044 op->enemy = NULL;
1258} 1045}
1259 1046
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1134 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1139 }
1140
1381 /* philosophy: 1141 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1146 * example.
1387 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1815 if (!dir) 1575 if (!dir)
1816 { 1576 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1818 return 0; 1578 return 0;
1819 } 1579 }
1580
1820 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1821 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1822 else 1583 else
1823 { 1584 {
1824 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1832 { 1593 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1595 return 0;
1835 } 1596 }
1836 } 1597 }
1598
1837 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1838 { 1600 {
1839 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1840 return 0; 1602 return 0;
1841 } 1603 }
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 1606
1845 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1848 if (bowspeed < 1) 1611 if (bowspeed < 1)
1849 bowspeed = 1; 1612 bowspeed = 1;
1850 1613
1851 if (arrow == NULL) 1614 if (arrow == NULL)
1852 { 1615 {
1858 else 1621 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1860 return 0; 1623 return 0;
1861 } 1624 }
1862 } 1625 }
1626
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1629 return 0;
1867 } 1630
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1632 {
1870 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1633 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1871 return 0; 1634 return 0;
1872 } 1635 }
1878 return 0; 1641 return 0;
1879 } 1642 }
1880 1643
1881 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1646 if (!arrow)
1884 { 1647 {
1885 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1886 return 0; 1649 return 0;
1887 } 1650 }
1651
1888 arrow->set_owner (op); 1652 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1654 arrow->direction = dir;
1892 arrow->x = sx;
1893 arrow->y = sy;
1894 1655
1895 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1896 { 1657 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op); 1659 op->update_stats ();
1899 } 1660 }
1900 1661
1901 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1907 1668
1908 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1910 */ 1671 */
1911 1672
1913 1674
1914 /* update the speed */ 1675 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917 1678
1918 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1922 1681
1923 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1924 { 1683 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1935 } 1694 }
1936 1695
1937 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1938 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1939 1698
1940 if (bow->slaying != NULL) 1699 if (bow->slaying)
1941 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1942 1701
1943 arrow->map = m;
1944 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1704
1947 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1948 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1949 1707
1950 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1709 move_arrow (arrow);
1952 1710
1953 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1979 } 1737 }
1980 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1981 { 1739 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1741 wcmod = -1;
1742
1984 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1985 } 1744 }
1986 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1987 { 1746 {
1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2058 1817
2059 if (item->arch) 1818 if (item->arch)
2060 { 1819 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2063 item->speed = 0; 1822 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1823 }
1824
2066 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1827 }
2069 } 1828 }
2070 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1830 drain_rod_charge (item);
2073 }
2074 } 1831 }
2075} 1832}
2076 1833
2077/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2078 */ 1835 */
2117 { 1874 {
2118 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return; 1877 return;
2121 } 1878 }
1879
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return; 1881 return;
2124 case range_builder: 1882 case range_builder:
2125 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2126 return; 1884 return;
2127 default: 1885 default:
2221 * 0 otherwise 1979 * 0 otherwise
2222 */ 1980 */
2223static int 1981static int
2224player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2225{ 1983{
2226
2227 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
2228 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2229 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2230 */ 1987 */
2231 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2269 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2273 */ 2030 */
2274
2275void 2031void
2276move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2277{ 2033{
2278 object *tmp, *mon; 2034 object *tmp, *mon;
2279 sint16 nx, ny; 2035 sint16 nx, ny;
2281 maptile *m; 2037 maptile *m;
2282 2038
2283 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2285 2041
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2287 2043
2288 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2289 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2290 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2291 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2296 */ 2052 */
2297 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2298 { 2054 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2056 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2302 if (!m) 2058 if (!m)
2303 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2304 } 2060 }
2305 else 2061 else
2306 m = op->map; 2062 m = op->map;
2307 2063
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2065 return;
2312 }
2313 2066
2314 mon = NULL; 2067 mon = 0;
2315 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2316 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2317 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2318 * on the space 2071 * on the space
2319 */ 2072 */
2320 while (tmp != NULL) 2073 while (tmp)
2321 { 2074 {
2322 if (tmp == op) 2075 if (tmp == op)
2323 { 2076 {
2324 tmp = tmp->above; 2077 tmp = tmp->above;
2325 continue; 2078 continue;
2335 mon = tmp; 2088 mon = tmp;
2336 2089
2337 tmp = tmp->above; 2090 tmp = tmp->above;
2338 } 2091 }
2339 2092
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2094 return; /* into a wall */
2342 2095
2343 if (mon->head != NULL) 2096 if (mon->head)
2344 mon = mon->head; 2097 mon = mon->head;
2345 2098
2346 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2347 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2348 return; 2101 return;
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2124 {
2372 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2373 if (op->contr->braced) 2126 if (op->contr->braced)
2374 return; 2127 return;
2128
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2132 make_visible (op);
2133
2379 return; 2134 return;
2380 } 2135 }
2381 2136
2382 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2385 * attack them either. 2140 * attack them either.
2386 */ 2141 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2145 (op->contr->peaceful
2391 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2392 && mon->contr-> 2147 && mon->contr->
2393 peaceful)) && 2148 peaceful)) &&
2394#else 2149#else
2395 op->contr->peaceful && 2150 op->contr->peaceful &&
2396#endif 2151#endif
2397 !on_battleground)) 2152 !on_battleground))
2398 { 2153 {
2399 if (!op->contr->braced) 2154 if (!op->contr->braced)
2400 { 2155 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2402 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2403 } 2158 }
2404 else 2159 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2161
2408 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2163 make_visible (op);
2410 } 2164 }
2411 2165
2412 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2423 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2424 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2425 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2426 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2427 */ 2181 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2431 { 2184 {
2432 2185
2433 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2194
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 } 2196 }
2444 2197
2445 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2446 2199
2447 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2203 * the wiz.
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 { 2206 {
2454 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2455 2208
2456 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2459 } 2212 }
2213
2460 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2461 make_visible (op); 2215 make_visible (op);
2462 } 2216 }
2463 } /* if player should attack something */ 2217 } /* if player should attack something */
2464} 2218}
2466int 2220int
2467move_player (object *op, int dir) 2221move_player (object *op, int dir)
2468{ 2222{
2469 int pick; 2223 int pick;
2470 2224
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2226 return 0;
2473 2227
2474 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2476 { 2230 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2232 return 0;
2479 } 2233 }
2480 2234
2481 /* peterm: added following line */ 2235 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2484 2238
2485 op->facing = dir; 2239 op->facing = dir;
2486 2240
2499 2253
2500 /* Add special check for newcs players and fire on - this way, the 2254 /* Add special check for newcs players and fire on - this way, the
2501 * server can handle repeat firing. 2255 * server can handle repeat firing.
2502 */ 2256 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2258 op->direction = dir;
2506 }
2507 else 2259 else
2508 {
2509 op->direction = 0; 2260 op->direction = 0;
2510 } 2261
2511 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2264 * for players.
2514 */ 2265 */
2515 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2567 2318
2568 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2569 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2321 * called, so we recheck it here.
2571 */ 2322 */
2572 HandleClient (&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2573 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2574 return 0; 2327 {
2575
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2329 {
2578 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2331 op->speed_left--;
2580 2332
2581 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2584 */ 2336 */
2585 move_player (op, op->direction); 2337 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2338
2587 return 1; 2339 return op->speed_left > 0;
2588 else 2340 }
2589 return 0;
2590 } 2341 }
2342
2591 return 0; 2343 return 0;
2592} 2344}
2593 2345
2594int 2346int
2595save_life (object *op) 2347save_life (object *op)
2596{ 2348{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2350 return 0;
2601 2351
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2354 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607 2357
2615 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2616 2366
2617 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2618 op->stats.food = 999; 2368 op->stats.food = 999;
2619 2369
2620 fix_player (op); 2370 op->update_stats ();
2621 return 1; 2371 return 1;
2622 } 2372 }
2373
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2377 return 0;
2627} 2378}
2636{ 2387{
2637 object *next; 2388 object *next;
2638 2389
2639 while (op) 2390 while (op)
2640 { 2391 {
2641 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2393
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2395 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2652 } 2400 }
2653 else if (op->inv) 2401 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2655 op = next; 2404 op = next;
2656 } 2405 }
2657} 2406}
2658
2659 2407
2660/* 2408/*
2661 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2425 else
2678 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2429 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2431 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2432 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2436 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2437 if (op->type == PLAYER)
2688 { 2438 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2441 strcat (buf2, buf);
2692 } 2442 }
2443
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2696 return buf2; 2448 return buf2;
2697} 2449}
2698
2699
2700 2450
2701void 2451void
2702do_some_living (object *op) 2452do_some_living (object *op)
2703{ 2453{
2704 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2713 const int max_grace = 1; 2463 const int max_grace = 1;
2714 2464
2715 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2716 { 2466 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2470 }
2721 2471
2722 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2723 { 2473 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2478 else
2730 { 2479 {
2731 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2482 }
2483
2734 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2486 else
2737 { 2487 {
2738 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2490 }
2491
2741 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2494 else
2744 { 2495 {
2745 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2514 op->stats.food = last_food;
2764 } 2515 }
2765 } 2516 }
2517
2766 if (max_sp > 1) 2518 if (max_sp > 1)
2767 { 2519 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2521 if (over_sp > 0)
2770 { 2522 {
2771 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2772 { 2524 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2528 op->stats.sp--;
2529
2776 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2778 } 2532 }
2779 op->last_sp = 0; 2533 op->last_sp = 0;
2780 } 2534 }
2781 else 2535 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2537 }
2786 else 2538 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2540 }
2791 2541
2792 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2795 { 2545 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2798 if (max_grace > 1) 2549 if (max_grace > 1)
2799 { 2550 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2552 if (over_grace > 0)
2802 { 2553 {
2830 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2583 op->stats.food = last_food;
2833 } 2584 }
2834 } 2585 }
2586
2835 if (max_hp > 1) 2587 if (max_hp > 1)
2836 { 2588 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2590 if (over_hp > 0)
2839 { 2591 {
2863 2615
2864 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2618 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2868 /* dms do not consume food */ 2621 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2623 op->stats.food--;
2871 } 2624 }
2872 }
2873 2625
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2627 {
2876 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2877 2629
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2631 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2639 break;
2888 } 2640 }
2889 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2890 flesh = tmp; 2642 flesh = tmp;
2891 } /* End if paid for object */ 2643 } /* End if paid for object */
2892 } /* end of for loop */ 2644 } /* end of for loop */
2645
2893 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2647 * eat flesh instead.
2895 */ 2648 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2650 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2900 } 2653 }
2901 } /* end if player is starving */ 2654 }
2902 2655
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2905 2658
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2660 kill_player (op);
2661 }
2908} 2662}
2909
2910
2911 2663
2912/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2667 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2699
2948 /* restore player */ 2700 /* restore player */
2949 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2703 {
2953 tmp->destroy (); 2704 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2706 }
2956 2707
2957 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2710 {
2961 tmp->destroy (); 2711 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2713 }
2964 2714
2966 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2718 op->stats.food = 999;
2969 2719
2970 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2722 {
2974 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2724 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2728 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2732 }
2985 2733
2986 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2736 op->contr->braced = 0;
2993 2741
2994 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2995 2743
2996 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2997 { 2745 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3007 } 2748 }
3008 else 2749 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3018 } 2751
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2753
3021 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3022 x = op->x; 2755 x = op->x;
3023 y = op->y; 2756 y = op->y;
3024 map = op->map; 2757 map = op->map;
3025 2758
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
3032 */ 2762 */
3033 2763
3034 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2766 * of death.
3037 */ 2767 */
3038#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3040 { 2770 {
3041 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2773 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2776 little bit harder. */
3047 /* GD */ 2777 /* GD */
3048 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2779 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2780 else
3054 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3055 num_stats_lose = 1; 2784 num_stats_lose = 1;
3056 } 2785
3057 lost_a_stat = 0; 2786 lost_a_stat = 0;
3058 2787
3059 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3060 { 2789 {
3061 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3062 2791
3063 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3064 { 2793 {
3065 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2795 * what he lost.
3067 */ 2796 */
3068 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2802 lost_a_stat = 1;
2803 }
2804 else
2805 {
2806 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion");
2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2812 {
2813 dep = arch_to_object (deparch);
2814 insert_ob_in_ob (dep, op);
3074 } 2815 }
3075 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3076 { 2818 {
3077 /* deplete a stat */ 2819 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3079 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3080 2822 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2823 {
3084 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3086 } 2826
3087 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2833 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2834 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2836 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2837 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2838 else
3129 if (this_stat >= -50)
3130 { 2839 {
3131 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2845 }
3137 } 2846 }
3138 } 2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2859 {
2860 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats ();
2864 lost_a_stat = 1;
2865 }
3139 } 2866 }
2867 }
2868 }
3140 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2870 if (!lost_a_stat)
3142 { 2871 {
3143 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3146 2875
3147 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2878 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2880 }
3152#else 2881#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2883#endif
3155 2884
3156 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2886 * exp loss on the stone.
3158 */ 2887 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2890 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2893 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3165 tmp->msg = buf; 2894 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2897
3169 /**************************************/ 2898 /**************************************/
3170 /* */ 2899 /* */
3171 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3174 /* */ 2903 /* */
3175 /**************************************/ 2904 /**************************************/
3176 2905
3177 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2907 /* restore player */
3179 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3181 2910
3182 if (tmp) 2911 if (tmp)
3183 { 2912 {
3184 tmp->destroy (); 2913 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2915 }
3187 2916
3188 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2919 if (tmp)
3191 { 2920 {
3192 tmp->destroy (); 2921 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2923 }
3195 2924
3196 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3197 2926
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3201 op->stats.food = 900; 2930 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2934
3206 /* 2935 /*
3207 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
3208 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
3209 * in the map. 2938 * in the map.
3210 */ 2939 */
3211 2940
3212 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3214 2943
3215 /****************************************/ 2944 /****************************************/
3216 /* */ 2945 /* */
3217 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3219 /* */ 2948 /* */
3220 /****************************************/ 2949 /****************************************/
3221 2950
3222 enter_player_savebed (op); 2951 enter_player_savebed (op);
3223 2952
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2953 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2954
3230 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2958 * on the space that might harm the player.
3234 */ 2959 */
3235 will_kill_again = 0; 2960 will_kill_again = 0;
3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3239 2964
3240 if (will_kill_again) 2965 if (will_kill_again)
3241 { 2966 {
3242 object *force; 2967 object *force;
3243 int at; 2968 int at;
3244 2969
3245 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2972 force->speed = 0.1;
3248 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2977 force->resist[at] = 100;
3253 2978
3254 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3255 fix_player (op); 2980 op->update_stats ();
3256 2981
3257 } 2982 }
3258 2983
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2985}
3328
3329 2986
3330void 2987void
3331loot_object (object *op) 2988loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3334 2991
3335 if (op->container) 2992 if (op->container)
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3338 }
3339 2994
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3341 { 2996 {
3342 next = tmp->below; 2997 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3344 continue; 3000 continue;
3001
3345 tmp->remove (); 3002 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3347 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 3005 { /* empty container to ground */
3349 loot_object (tmp); 3006 loot_object (tmp);
3371 */ 3028 */
3372 3029
3373void 3030void
3374fix_weight (void) 3031fix_weight (void)
3375{ 3032{
3376 player *pl; 3033 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 3034 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 3036
3382 if (old == sum) 3037 if (old == sum)
3383 continue; 3038 continue;
3384 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3385 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3386 } 3041 }
3387} 3042}
3388 3043
3389void 3044void
3390fix_luck (void) 3045fix_luck (void)
3391{ 3046{
3392 player *pl; 3047 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3397} 3050}
3398
3399 3051
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3403 */ 3055 */
3404
3405void 3056void
3406cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3407{ 3058{
3408 object *skop, *spob; 3059 object *skop, *spob;
3409 3060
3454 object *tmp = NULL; 3105 object *tmp = NULL;
3455 3106
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3108 return 1;
3458 3109
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3110 return 0;
3465} 3111}
3466 3112
3467/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3524 3170
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3172
3527 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3528 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3531 { 3176 {
3532 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3533 make_visible (op); 3178 make_visible (op);
3534 return; 3179 return;
3535 } 3180 }
3536 else 3181 else
3537 num += 20; 3182 num += 20;
3538 } 3183
3539 num += op->map->difficulty; 3184 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3186 num -= hide;
3187
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3189 {
3544 make_visible (op); 3190 make_visible (op);
3545 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3546 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3547 } 3193 }
3548 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3549 {
3550 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3551 }
3552} 3196}
3553 3197
3554/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3555 3199
3556int 3200int
3583 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3584 continue; 3228 continue;
3585 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3586 continue; 3230 continue;
3587 3231
3588 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3589 { 3233 {
3590 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591 return 1; 3235 return 1;
3592 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3593 { 3237 {
3623 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3624 { 3268 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3270 return -1;
3627 } 3271 }
3272
3628 if (!pl || !op) 3273 if (!pl || !op)
3629 return 0; 3274 return 0;
3630 3275
3631 if (op->head)
3632 {
3633 op = op->head; 3276 op = op->head_ ();
3634 } 3277
3635 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3636 3279
3637 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3281 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3647 3290
3648 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3649 * code, so we need to restrict ourselves to that range of values 3292 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values. 3293 * for any meaningful values.
3651 */ 3294 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3655 return 1; 3298 return 1;
3656 op = op->more; 3299 op = op->more;
3657 } 3300 }
3658 return 0; 3301 return 0;
3659} 3302}
3769 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3770 return; 3413 return;
3771 3414
3772 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3773 3416
3774 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3775 { 3418 {
3776 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3777 return; 3420 return;
3778 } 3421 }
3779 3422
3845 { 3488 {
3846 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3490 object *skin;
3848 3491
3849 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3851 if (skin == NULL) 3497 if (!skin)
3852 return; 3498 return;
3853 3499
3854 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3502 {

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