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Comparing deliantra/server/server/player.C (file contents):
Revision 1.36 by elmex, Thu Dec 14 00:08:52 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 */
1069 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1070 904
1071 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1073 907
1074 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1075 909
1076 if (op->msg) 910 if (op->msg)
1077 op->msg = NULL; 911 op->msg = NULL;
1078 912
1079 /* 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
1088 start_info (op); 922 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 925 link_player_skills (op);
1092 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1093 fix_player (op); 927 op->update_stats ();
1094 928
1095 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1096 * is one for this race 930 * is one for this race
1097 */ 931 */
1098 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1099 { 933 {
1100 object *tmp; 934 object *tmp;
1101 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1102 936
1103 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);
1104 tmp = object::create (); 938 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1110 * default initial map */ 944 * default initial map */
1111 tmp->destroy (); 945 tmp->destroy ();
1112 } 946 }
1113 else 947 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 949
1117 return 0; 950 return 0;
1118 } 951 }
1119 952
1120 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1125 while (!tmp_loop) 958 while (!tmp_loop)
1126 { 959 {
1127 shstr name = op->name; 960 shstr name = op->name;
1128 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1129 962
1130 remove_statbonus (op); 963 op->remove_statbonus ();
1131 op->remove (); 964 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1134 op->instantiate (); 967 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1137 op->x = x; 970 op->x = x;
1138 op->y = y; 971 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 975 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1144 } 977 }
1145 978
1146 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 981 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 984 op->stats.grace = 0;
1152 985
1153 if (op->msg) 986 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 988
1156 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");
1157 return 0; 990 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 991}
1208 992
1209void 993void
1210flee_player (object *op) 994flee_player (object *op)
1211{ 995{
1241 { 1025 {
1242 op->enemy = NULL; 1026 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1028 return;
1245 } 1029 }
1030
1246 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1247 1032
1248 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1250 { 1035 {
1251 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1252 1037
1253 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)))
1254 {
1255 return; 1039 return;
1256 }
1257 } 1040 }
1041
1258 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1044 op->enemy = NULL;
1261} 1045}
1262 1046
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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))));
1350 else 1134 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &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
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1139 }
1140
1384 /* philosophy: 1141 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1146 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1575 if (!dir)
1819 { 1576 {
1820 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!");
1821 return 0; 1578 return 0;
1822 } 1579 }
1580
1823 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1825 else 1583 else
1826 { 1584 {
1827 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1835 { 1593 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1595 return 0;
1838 } 1596 }
1839 } 1597 }
1598
1840 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1841 { 1600 {
1842 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);
1843 return 0; 1602 return 0;
1844 } 1603 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1606
1848 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1851 if (bowspeed < 1) 1611 if (bowspeed < 1)
1852 bowspeed = 1; 1612 bowspeed = 1;
1853 1613
1854 if (arrow == NULL) 1614 if (arrow == NULL)
1855 { 1615 {
1861 else 1621 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1623 return 0;
1864 } 1624 }
1865 } 1625 }
1626
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1629 return 0;
1870 } 1630
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1632 {
1873 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.");
1874 return 0; 1634 return 0;
1875 } 1635 }
1881 return 0; 1641 return 0;
1882 } 1642 }
1883 1643
1884 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1646 if (!arrow)
1887 { 1647 {
1888 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);
1889 return 0; 1649 return 0;
1890 } 1650 }
1651
1891 arrow->set_owner (op); 1652 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1654 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1655
1898 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1899 { 1657 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1659 op->update_stats ();
1902 } 1660 }
1903 1661
1904 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1910 1668
1911 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1912 * 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.
1913 */ 1671 */
1914 1672
1916 1674
1917 /* update the speed */ 1675 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 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;
1920 1678
1921 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1925 1681
1926 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1927 { 1683 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1694 }
1939 1695
1940 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1942 1698
1943 if (bow->slaying != NULL) 1699 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1945 1701
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1704
1950 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);
1951 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1952 1707
1953 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1709 move_arrow (arrow);
1955 1710
1956 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1982 } 1737 }
1983 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)
1984 { 1739 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1741 wcmod = -1;
1742
1987 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);
1988 } 1744 }
1989 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1990 { 1746 {
1991 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);
2061 1817
2062 if (item->arch) 1818 if (item->arch)
2063 { 1819 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2066 item->speed = 0; 1822 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1823 }
1824
2069 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1827 }
2072 } 1828 }
2073 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1830 drain_rod_charge (item);
2076 }
2077 } 1831 }
2078} 1832}
2079 1833
2080/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2081 */ 1835 */
2120 { 1874 {
2121 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2122 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.");
2123 return; 1877 return;
2124 } 1878 }
1879
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return; 1881 return;
2127 case range_builder: 1882 case range_builder:
2128 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2129 return; 1884 return;
2130 default: 1885 default:
2224 * 0 otherwise 1979 * 0 otherwise
2225 */ 1980 */
2226static int 1981static int
2227player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2228{ 1983{
2229
2230 /* 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,
2231 * 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 -
2232 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2233 */ 1987 */
2234 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2276 */ 2030 */
2277
2278void 2031void
2279move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2280{ 2033{
2281 object *tmp, *mon; 2034 object *tmp, *mon;
2282 sint16 nx, ny; 2035 sint16 nx, ny;
2284 maptile *m; 2037 maptile *m;
2285 2038
2286 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2288 2041
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2290 2043
2291 /* 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
2292 * 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
2293 * 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
2294 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2299 */ 2052 */
2300 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))
2301 { 2054 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2056 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2305 if (!m) 2058 if (!m)
2306 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2307 } 2060 }
2308 else 2061 else
2309 m = op->map; 2062 m = op->map;
2310 2063
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2065 return;
2315 }
2316 2066
2317 mon = NULL; 2067 mon = 0;
2318 /* 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
2319 * 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.
2320 * 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
2321 * on the space 2071 * on the space
2322 */ 2072 */
2323 while (tmp != NULL) 2073 while (tmp)
2324 { 2074 {
2325 if (tmp == op) 2075 if (tmp == op)
2326 { 2076 {
2327 tmp = tmp->above; 2077 tmp = tmp->above;
2328 continue; 2078 continue;
2338 mon = tmp; 2088 mon = tmp;
2339 2089
2340 tmp = tmp->above; 2090 tmp = tmp->above;
2341 } 2091 }
2342 2092
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2094 return; /* into a wall */
2345 2095
2346 if (mon->head != NULL) 2096 if (mon->head)
2347 mon = mon->head; 2097 mon = mon->head;
2348 2098
2349 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))
2350 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2351 return; 2101 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2124 {
2375 /* 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 */
2376 if (op->contr->braced) 2126 if (op->contr->braced)
2377 return; 2127 return;
2128
2378 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);
2379 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2132 make_visible (op);
2133
2382 return; 2134 return;
2383 } 2135 }
2384 2136
2385 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2140 * attack them either.
2389 */ 2141 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (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)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2145 (op->contr->peaceful
2394 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2395 && mon->contr-> 2147 && mon->contr->
2396 peaceful)) && 2148 peaceful)) &&
2397#else 2149#else
2398 op->contr->peaceful && 2150 op->contr->peaceful &&
2399#endif 2151#endif
2400 !on_battleground)) 2152 !on_battleground))
2401 { 2153 {
2402 if (!op->contr->braced) 2154 if (!op->contr->braced)
2403 { 2155 {
2404 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);
2405 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2406 } 2158 }
2407 else 2159 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2161
2411 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2163 make_visible (op);
2413 } 2164 }
2414 2165
2415 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2426 * 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
2427 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2428 * 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
2429 * 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.
2430 */ 2181 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((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)))
2434 { 2184 {
2435 2185
2436 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2194
2445 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 */
2446 } 2196 }
2447 2197
2448 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2449 2199
2450 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2203 * the wiz.
2455 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))
2456 { 2206 {
2457 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2458 2208
2459 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2462 } 2212 }
2213
2463 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2464 make_visible (op); 2215 make_visible (op);
2465 } 2216 }
2466 } /* if player should attack something */ 2217 } /* if player should attack something */
2467} 2218}
2469int 2220int
2470move_player (object *op, int dir) 2221move_player (object *op, int dir)
2471{ 2222{
2472 int pick; 2223 int pick;
2473 2224
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2226 return 0;
2476 2227
2477 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2479 { 2230 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2232 return 0;
2482 } 2233 }
2483 2234
2484 /* peterm: added following line */ 2235 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487 2238
2488 op->facing = dir; 2239 op->facing = dir;
2489 2240
2502 2253
2503 /* 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
2504 * server can handle repeat firing. 2255 * server can handle repeat firing.
2505 */ 2256 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2258 op->direction = dir;
2509 }
2510 else 2259 else
2511 {
2512 op->direction = 0; 2260 op->direction = 0;
2513 } 2261
2514 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2264 * for players.
2517 */ 2265 */
2518 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2570 2318
2571 /* 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
2572 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2321 * called, so we recheck it here.
2574 */ 2322 */
2575 HandleClient (&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2576 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2577 return 0; 2327 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2329 {
2581 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2331 op->speed_left--;
2583 2332
2584 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2585 * 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
2586 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2587 */ 2336 */
2588 move_player (op, op->direction); 2337 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2338
2590 return 1; 2339 return op->speed_left > 0;
2591 else 2340 }
2592 return 0;
2593 } 2341 }
2342
2594 return 0; 2343 return 0;
2595} 2344}
2596 2345
2597int 2346int
2598save_life (object *op) 2347save_life (object *op)
2599{ 2348{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2350 return 0;
2604 2351
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2354 {
2608 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);
2609 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));
2610 2357
2618 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2619 2366
2620 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2621 op->stats.food = 999; 2368 op->stats.food = 999;
2622 2369
2623 fix_player (op); 2370 op->update_stats ();
2624 return 1; 2371 return 1;
2625 } 2372 }
2373
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2377 return 0;
2630} 2378}
2639{ 2387{
2640 object *next; 2388 object *next;
2641 2389
2642 while (op) 2390 while (op)
2643 { 2391 {
2644 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' */
2645 * we remove object 'op' 2393
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2395 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2655 } 2400 }
2656 else if (op->inv) 2401 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2658 op = next; 2404 op = next;
2659 } 2405 }
2660} 2406}
2661
2662 2407
2663/* 2408/*
2664 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2425 else
2681 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2429 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2685 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);
2686 else 2432 else
2687 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
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2436 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2437 if (op->type == PLAYER)
2691 { 2438 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2441 strcat (buf2, buf);
2695 } 2442 }
2443
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2699 return buf2; 2448 return buf2;
2700} 2449}
2701
2702
2703 2450
2704void 2451void
2705do_some_living (object *op) 2452do_some_living (object *op)
2706{ 2453{
2707 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2716 const int max_grace = 1; 2463 const int max_grace = 1;
2717 2464
2718 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2719 { 2466 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 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)
2722 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2470 }
2724 2471
2725 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2726 { 2473 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2478 else
2733 { 2479 {
2734 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2482 }
2483
2737 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2486 else
2740 { 2487 {
2741 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2490 }
2491
2744 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2494 else
2747 { 2495 {
2748 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2765 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))
2766 op->stats.food = last_food; 2514 op->stats.food = last_food;
2767 } 2515 }
2768 } 2516 }
2517
2769 if (max_sp > 1) 2518 if (max_sp > 1)
2770 { 2519 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2521 if (over_sp > 0)
2773 { 2522 {
2774 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2775 { 2524 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2777 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))
2778 op->stats.sp--; 2528 op->stats.sp--;
2529
2779 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2781 } 2532 }
2782 op->last_sp = 0; 2533 op->last_sp = 0;
2783 } 2534 }
2784 else 2535 else
2785 {
2786 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);
2787 }
2788 } 2537 }
2789 else 2538 else
2790 {
2791 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);
2792 }
2793 } 2540 }
2794 2541
2795 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2796 /* 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. */
2797 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2798 { 2545 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2801 if (max_grace > 1) 2549 if (max_grace > 1)
2802 { 2550 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2552 if (over_grace > 0)
2805 { 2553 {
2833 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2834 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))
2835 op->stats.food = last_food; 2583 op->stats.food = last_food;
2836 } 2584 }
2837 } 2585 }
2586
2838 if (max_hp > 1) 2587 if (max_hp > 1)
2839 { 2588 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2590 if (over_hp > 0)
2842 { 2591 {
2866 2615
2867 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2868 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);
2869 else 2618 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2871 /* dms do not consume food */ 2621 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2623 op->stats.food--;
2874 } 2624 }
2875 }
2876 2625
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2627 {
2879 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2880 2629
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2631 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2887 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.");
2888 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2639 break;
2891 } 2640 }
2892 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2893 flesh = tmp; 2642 flesh = tmp;
2894 } /* End if paid for object */ 2643 } /* End if paid for object */
2895 } /* end of for loop */ 2644 } /* end of for loop */
2645
2896 /* 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
2897 * eat flesh instead. 2647 * eat flesh instead.
2898 */ 2648 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2650 {
2901 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.");
2902 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2903 } 2653 }
2904 } /* end if player is starving */ 2654 }
2905 2655
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2908 2658
2909 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))
2910 kill_player (op); 2660 kill_player (op);
2661 }
2911} 2662}
2912
2913
2914 2663
2915/* 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.
2916 * 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
2917 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2667 * file.
2948 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!");
2949 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...");
2950 2699
2951 /* restore player */ 2700 /* restore player */
2952 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2703 {
2956 tmp->destroy (); 2704 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2706 }
2959 2707
2960 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2710 {
2964 tmp->destroy (); 2711 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2713 }
2967 2714
2969 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2718 op->stats.food = 999;
2972 2719
2973 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2722 {
2977 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2724 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2980 " 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",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2728 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2732 }
2988 2733
2989 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2736 op->contr->braced = 0;
2996 2741
2997 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2998 2743
2999 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
3000 { 2745 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3010 } 2748 }
3011 else 2749 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3021 } 2751
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2753
3024 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3025 x = op->x; 2755 x = op->x;
3026 y = op->y; 2756 y = op->y;
3027 map = op->map; 2757 map = op->map;
3028 2758
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * 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.
3034 * 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.
3035 */ 2762 */
3036 2763
3037 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2766 * of death.
3040 */ 2767 */
3041#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3043 { 2770 {
3044 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3045 /* 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
3046 more if they do. */ 2773 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2776 little bit harder. */
3050 /* GD */ 2777 /* GD */
3051 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2779 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2780 else
3057 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3058 num_stats_lose = 1; 2784 num_stats_lose = 1;
3059 } 2785
3060 lost_a_stat = 0; 2786 lost_a_stat = 0;
3061 2787
3062 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3063 { 2789 {
3064 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3065 2791
3066 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3067 { 2793 {
3068 /* 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
3069 * what he lost. 2795 * what he lost.
3070 */ 2796 */
3071 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 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);
3077 } 2815 }
3078 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3079 { 2818 {
3080 /* deplete a stat */ 2819 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3082 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3083 2822 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2823 {
3087 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3089 } 2826
3090 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 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)
3097 { 2833 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2834 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2836 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2837 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2838 else
3132 if (this_stat >= -50)
3133 { 2839 {
3134 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 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"); */
3139 } 2845 }
3140 } 2846 }
3141 } 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 }
3142 } 2866 }
2867 }
2868 }
3143 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2870 if (!lost_a_stat)
3145 { 2871 {
3146 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3149 2875
3150 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3151 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);
3152 else 2878 else
3153 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.");
3154 } 2880 }
3155#else 2881#else
3156 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.");
3157#endif 2883#endif
3158 2884
3159 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2886 * exp loss on the stone.
3161 */ 2887 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2890 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3167 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);
3168 tmp->msg = buf; 2894 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2897
3172 /**************************************/ 2898 /**************************************/
3173 /* */ 2899 /* */
3174 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3177 /* */ 2903 /* */
3178 /**************************************/ 2904 /**************************************/
3179 2905
3180 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2907 /* restore player */
3182 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3184 2910
3185 if (tmp) 2911 if (tmp)
3186 { 2912 {
3187 tmp->destroy (); 2913 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2915 }
3190 2916
3191 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2919 if (tmp)
3194 { 2920 {
3195 tmp->destroy (); 2921 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2923 }
3198 2924
3199 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3200 2926
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3204 op->stats.food = 900; 2930 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2934
3209 /* 2935 /*
3210 * 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
3211 * 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
3212 * in the map. 2938 * in the map.
3213 */ 2939 */
3214 2940
3215 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3217 2943
3218 /****************************************/ 2944 /****************************************/
3219 /* */ 2945 /* */
3220 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3222 /* */ 2948 /* */
3223 /****************************************/ 2949 /****************************************/
3224 2950
3225 enter_player_savebed (op); 2951 enter_player_savebed (op);
3226 2952
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2953 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2954
3233 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2958 * on the space that might harm the player.
3237 */ 2959 */
3238 will_kill_again = 0; 2960 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3242 2964
3243 if (will_kill_again) 2965 if (will_kill_again)
3244 { 2966 {
3245 object *force; 2967 object *force;
3246 int at; 2968 int at;
3247 2969
3248 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2972 force->speed = 0.1;
3251 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2977 force->resist[at] = 100;
3256 2978
3257 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3258 fix_player (op); 2980 op->update_stats ();
3259 2981
3260 } 2982 }
3261 2983
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2985}
3331
3332 2986
3333void 2987void
3334loot_object (object *op) 2988loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3337 2991
3338 if (op->container) 2992 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 2994
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3344 { 2996 {
3345 next = tmp->below; 2997 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3347 continue; 3000 continue;
3001
3348 tmp->remove (); 3002 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3005 { /* empty container to ground */
3352 loot_object (tmp); 3006 loot_object (tmp);
3374 */ 3028 */
3375 3029
3376void 3030void
3377fix_weight (void) 3031fix_weight (void)
3378{ 3032{
3379 player *pl; 3033 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3034 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3036
3385 if (old == sum) 3037 if (old == sum)
3386 continue; 3038 continue;
3387 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3388 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);
3389 } 3041 }
3390} 3042}
3391 3043
3392void 3044void
3393fix_luck (void) 3045fix_luck (void)
3394{ 3046{
3395 player *pl; 3047 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3400} 3050}
3401
3402 3051
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3406 */ 3055 */
3407
3408void 3056void
3409cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3410{ 3058{
3411 object *skop, *spob; 3059 object *skop, *spob;
3412 3060
3457 object *tmp = NULL; 3105 object *tmp = NULL;
3458 3106
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3108 return 1;
3461 3109
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3110 return 0;
3468} 3111}
3469 3112
3470/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3527 3170
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3172
3530 /* 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! */
3531 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3534 { 3176 {
3535 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!");
3536 make_visible (op); 3178 make_visible (op);
3537 return; 3179 return;
3538 } 3180 }
3539 else 3181 else
3540 num += 20; 3182 num += 20;
3541 } 3183
3542 num += op->map->difficulty; 3184 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3186 num -= hide;
3187
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3189 {
3547 make_visible (op); 3190 make_visible (op);
3548 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3549 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!");
3550 } 3193 }
3551 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3552 {
3553 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);
3554 }
3555} 3196}
3556 3197
3557/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3558 3199
3559int 3200int
3586 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3587 continue; 3228 continue;
3588 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)))
3589 continue; 3230 continue;
3590 3231
3591 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)
3592 { 3233 {
3593 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))
3594 return 1; 3235 return 1;
3595 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3596 { 3237 {
3626 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3627 { 3268 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3270 return -1;
3630 } 3271 }
3272
3631 if (!pl || !op) 3273 if (!pl || !op)
3632 return 0; 3274 return 0;
3633 3275
3634 if (op->head)
3635 {
3636 op = op->head; 3276 op = op->head_ ();
3637 } 3277
3638 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3639 3279
3640 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3281 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3650 3290
3651 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3652 * 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
3653 * for any meaningful values. 3293 * for any meaningful values.
3654 */ 3294 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !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)])
3658 return 1; 3298 return 1;
3659 op = op->more; 3299 op = op->more;
3660 } 3300 }
3661 return 0; 3301 return 0;
3662} 3302}
3772 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3773 return; 3413 return;
3774 3414
3775 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++);
3776 3416
3777 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3778 { 3418 {
3779 /* 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]); */
3780 return; 3420 return;
3781 } 3421 }
3782 3422
3848 { 3488 {
3849 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3490 object *skin;
3851 3491
3852 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 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
3854 if (skin == NULL) 3497 if (!skin)
3855 return; 3498 return;
3856 3499
3857 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3502 {

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