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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.94 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284}
285
286/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
287static void 154static void
288set_first_map (object *op) 155set_first_map (object *op)
289{ 156{
290 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
291 op->x = -1; 158 op->x = -1;
292 op->y = -1; 159 op->y = -1;
293 enter_exit (op, NULL);
294} 160}
295 161
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
296/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
298 * mode. 387 * mode.
299 */ 388 */
300 389player *
301int 390player::create ()
302add_player (client_socket *ns)
303{ 391{
304 player *p = new player; 392 player *pl = new player;
305 393
306 p->socket = ns; 394 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308
309 p->next = first_player;
310 first_player = p;
311
312 p = get_player (p);
313
314 set_first_map (p->ob); 395 set_first_map (pl->ob);
315 396
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 397 return pl;
324} 398}
325 399
326/* 400/*
327 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
337 { 411 {
338 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
339 at = first_archetype; 413 at = first_archetype;
340 else 414 else
341 at = at->next; 415 at = at->next;
416
342 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
343 return at; 418 return at;
419
344 if (at == start) 420 if (at == start)
345 { 421 {
346 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 423 exit (-1);
348 } 424 }
349 } 425 }
350} 426}
351 427
352
353object * 428object *
354get_nearest_player (object *mon) 429get_nearest_player (object *mon)
355{ 430{
356 object *op = NULL; 431 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 432 objectlink *ol;
359 unsigned lastdist; 433 unsigned lastdist;
360 rv_vector rv; 434 rv_vector rv;
361 435
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 437 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 445 object *tmp = ol->ob;
372 446
373 /* 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
374 * itself will have been cleared. 448 * itself will have been cleared.
375 */ 449 */
376 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 ());
377 ol = ol->next; 452 ol = ol->next;
378 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
379 if (!ol) 454 if (!ol)
380 return op; 455 return op;
381 } 456 }
394 { 469 {
395 op = ol->ob; 470 op = ol->ob;
396 lastdist = rv.distance; 471 lastdist = rv.distance;
397 } 472 }
398 } 473 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 474
400 { 475 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
405 { 478 {
406 op = pl->ob; 479 op = pl->ob;
407 lastdist = rv.distance; 480 lastdist = rv.distance;
408 } 481 }
409 } 482
410 }
411#if 0 483#if 0
412 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)");
413#endif 485#endif
414 return op; 486 return op;
415} 487}
433 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 507 * is probably not a good thing.
436 */ 508 */
437#define MAX_SPACES 50 509#define MAX_SPACES 50
438
439 510
440/* 511/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
682 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
683 link_player_skills (pl); 754 link_player_skills (pl);
684} 755}
685 756
686void 757void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
771{ 759{
772 if (party == NULL) 760 if (party == NULL)
773 { 761 {
774 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);
775 return; 763 return;
776 } 764 }
765
777 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
780 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:");
781} 770}
782
783 771
784/* 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. */
785int 773static int
786roll_stat (void) 774roll_stat (void)
787{ 775{
788 int a[4], i, j, k; 776 int a[4], i, j, k;
789 777
790 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
793 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 782 if (a[i] < k)
795 k = a[i], j = i; 783 k = a[i], j = i;
796 784
797 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 786 if (i != j)
800 k += a[i]; 787 k += a[i];
801 } 788
802 return k; 789 return k;
803} 790}
804 791
805void 792void
806roll_stats (object *op) 793object::roll_stats ()
807{ 794{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 795 int statsort [7];
811 796
812 do 797 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 798 {
823 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
824 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
825 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 809
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
858 817
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 818 stats.exp = 0;
870 op->stats.ac = 0; 819 stats.ac = 0;
871 820
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
881} 833}
882 834
883void 835void
884Roll_Again (object *op) 836object::swap_stats (int a, int b)
885{ 837{
886 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
889}
890 841
891void 842 stats.Str = contr->orig_stats.Str;
892Swap_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)
893{ 874{
894 signed char tmp;
895 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
896 876
897 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 881}
1012 882
1013/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1017 * not the class. 887 * not the class.
1018 */ 888 */
1019
1020int 889int
1021key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1022{ 891{
1023 int tmp_loop; 892 int tmp_loop;
1024 893
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1032 { 895 {
1033 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1034 897
1035 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1040 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1041 904
1042 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1044 907
1045 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1046 909
1047 if (op->msg) 910 if (op->msg)
1048 op->msg = NULL; 911 op->msg = NULL;
1049 912
1050 /* 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
1059 start_info (op); 922 start_info (op);
1060 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1062 link_player_skills (op); 925 link_player_skills (op);
1063 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1064 fix_player (op); 927 op->update_stats ();
1065 928
1066 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1067 * is one for this race 930 * is one for this race
1068 */ 931 */
1069 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1070 { 933 {
1071 object *tmp; 934 object *tmp;
1072 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1073 936
1074 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);
1075 tmp = object::create (); 938 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1079 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;
1080 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1081 * default initial map */ 944 * default initial map */
1082 tmp->destroy (); 945 tmp->destroy ();
1083 } 946 }
1084 else 947 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 949
1088 return 0; 950 return 0;
1089 } 951 }
1090 952
1091 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1096 while (!tmp_loop) 958 while (!tmp_loop)
1097 { 959 {
1098 shstr name = op->name; 960 shstr name = op->name;
1099 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1100 962
1101 remove_statbonus (op); 963 op->remove_statbonus ();
1102 op->remove (); 964 op->remove ();
1103 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1104 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1105 op->instantiate (); 967 op->instantiate ();
1106 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1108 op->x = x; 970 op->x = x;
1109 op->y = y; 971 op->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1112 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1113 add_statbonus (op); 975 op->add_statbonus ();
1114 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1115 } 977 }
1116 978
1117 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1119 fix_player (op); 981 op->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1122 op->stats.grace = 0; 984 op->stats.grace = 0;
1123 985
1124 if (op->msg) 986 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126 988
1127 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");
1128 return 0; 990 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 991}
1179 992
1180void 993void
1181flee_player (object *op) 994flee_player (object *op)
1182{ 995{
1212 { 1025 {
1213 op->enemy = NULL; 1026 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1028 return;
1216 } 1029 }
1030
1217 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1218 1032
1219 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1221 { 1035 {
1222 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1223 1037
1224 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)))
1225 {
1226 return; 1039 return;
1227 }
1228 } 1040 }
1041
1229 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1044 op->enemy = NULL;
1232} 1045}
1233 1046
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1134 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1139 }
1140
1355 /* philosophy: 1141 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1146 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1789 if (!dir) 1575 if (!dir)
1790 { 1576 {
1791 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!");
1792 return 0; 1578 return 0;
1793 } 1579 }
1580
1794 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1796 else 1583 else
1797 { 1584 {
1798 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1806 { 1593 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1595 return 0;
1809 } 1596 }
1810 } 1597 }
1598
1811 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1812 { 1600 {
1813 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);
1814 return 0; 1602 return 0;
1815 } 1603 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1606
1819 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1822 if (bowspeed < 1) 1611 if (bowspeed < 1)
1823 bowspeed = 1; 1612 bowspeed = 1;
1824 1613
1825 if (arrow == NULL) 1614 if (arrow == NULL)
1826 { 1615 {
1832 else 1621 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0; 1623 return 0;
1835 } 1624 }
1836 } 1625 }
1626
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1629 return 0;
1841 } 1630
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1632 {
1844 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.");
1845 return 0; 1634 return 0;
1846 } 1635 }
1852 return 0; 1641 return 0;
1853 } 1642 }
1854 1643
1855 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1646 if (!arrow)
1858 { 1647 {
1859 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);
1860 return 0; 1649 return 0;
1861 } 1650 }
1651
1862 arrow->set_owner (op); 1652 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1654 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1655
1869 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1870 { 1657 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1659 op->update_stats ();
1873 } 1660 }
1874 1661
1875 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1881 1668
1882 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1883 * 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.
1884 */ 1671 */
1885 1672
1887 1674
1888 /* update the speed */ 1675 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891 1678
1892 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1896 1681
1897 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1898 { 1683 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1909 } 1694 }
1910 1695
1911 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1913 1698
1914 if (bow->slaying != NULL) 1699 if (bow->slaying)
1915 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1916 1701
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1704
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1923 1707
1924 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1709 move_arrow (arrow);
1926 1710
1927 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1953 } 1737 }
1954 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)
1955 { 1739 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1741 wcmod = -1;
1742
1958 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);
1959 } 1744 }
1960 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1961 { 1746 {
1962 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);
2032 1817
2033 if (item->arch) 1818 if (item->arch)
2034 { 1819 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2037 item->speed = 0; 1822 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1823 }
1824
2040 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1827 }
2043 } 1828 }
2044 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1830 drain_rod_charge (item);
2047 }
2048 } 1831 }
2049} 1832}
2050 1833
2051/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2052 */ 1835 */
2091 { 1874 {
2092 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2093 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.");
2094 return; 1877 return;
2095 } 1878 }
1879
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return; 1881 return;
2098 case range_builder: 1882 case range_builder:
2099 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2100 return; 1884 return;
2101 default: 1885 default:
2195 * 0 otherwise 1979 * 0 otherwise
2196 */ 1980 */
2197static int 1981static int
2198player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2199{ 1983{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2204 */ 1987 */
2205 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2243 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2247 */ 2030 */
2248
2249void 2031void
2250move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2251{ 2033{
2252 object *tmp, *mon; 2034 object *tmp, *mon;
2253 sint16 nx, ny; 2035 sint16 nx, ny;
2255 maptile *m; 2037 maptile *m;
2256 2038
2257 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2259 2041
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2261 2043
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2270 */ 2052 */
2271 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))
2272 { 2054 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2056 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2276 if (!m) 2058 if (!m)
2277 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2278 } 2060 }
2279 else 2061 else
2280 m = op->map; 2062 m = op->map;
2281 2063
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2065 return;
2286 }
2287 2066
2288 mon = NULL; 2067 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2071 * on the space
2293 */ 2072 */
2294 while (tmp != NULL) 2073 while (tmp)
2295 { 2074 {
2296 if (tmp == op) 2075 if (tmp == op)
2297 { 2076 {
2298 tmp = tmp->above; 2077 tmp = tmp->above;
2299 continue; 2078 continue;
2309 mon = tmp; 2088 mon = tmp;
2310 2089
2311 tmp = tmp->above; 2090 tmp = tmp->above;
2312 } 2091 }
2313 2092
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2094 return; /* into a wall */
2316 2095
2317 if (mon->head != NULL) 2096 if (mon->head)
2318 mon = mon->head; 2097 mon = mon->head;
2319 2098
2320 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))
2321 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2322 return; 2101 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2124 {
2346 /* 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 */
2347 if (op->contr->braced) 2126 if (op->contr->braced)
2348 return; 2127 return;
2128
2349 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);
2350 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2132 make_visible (op);
2133
2353 return; 2134 return;
2354 } 2135 }
2355 2136
2356 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2140 * attack them either.
2360 */ 2141 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2145 (op->contr->peaceful
2365 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2366 && mon->contr-> 2147 && mon->contr->
2367 peaceful)) && 2148 peaceful)) &&
2368#else 2149#else
2369 op->contr->peaceful && 2150 op->contr->peaceful &&
2370#endif 2151#endif
2371 !on_battleground)) 2152 !on_battleground))
2372 { 2153 {
2373 if (!op->contr->braced) 2154 if (!op->contr->braced)
2374 { 2155 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2377 } 2158 }
2378 else 2159 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2161
2382 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2163 make_visible (op);
2384 } 2164 }
2385 2165
2386 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2397 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2181 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2184 {
2406 2185
2407 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2194
2416 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 */
2417 } 2196 }
2418 2197
2419 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2420 2199
2421 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2203 * the wiz.
2426 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))
2427 { 2206 {
2428 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2429 2208
2430 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2433 } 2212 }
2213
2434 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2435 make_visible (op); 2215 make_visible (op);
2436 } 2216 }
2437 } /* if player should attack something */ 2217 } /* if player should attack something */
2438} 2218}
2440int 2220int
2441move_player (object *op, int dir) 2221move_player (object *op, int dir)
2442{ 2222{
2443 int pick; 2223 int pick;
2444 2224
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2226 return 0;
2447 2227
2448 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2450 { 2230 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2232 return 0;
2453 } 2233 }
2454 2234
2455 /* peterm: added following line */ 2235 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458 2238
2459 op->facing = dir; 2239 op->facing = dir;
2460 2240
2473 2253
2474 /* 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
2475 * server can handle repeat firing. 2255 * server can handle repeat firing.
2476 */ 2256 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2258 op->direction = dir;
2480 }
2481 else 2259 else
2482 {
2483 op->direction = 0; 2260 op->direction = 0;
2484 } 2261
2485 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2264 * for players.
2488 */ 2265 */
2489 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2541 2318
2542 /* 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
2543 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2321 * called, so we recheck it here.
2545 */ 2322 */
2546 HandleClient (op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2547 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2548 return 0; 2327 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2329 {
2552 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2331 op->speed_left--;
2554 2332
2555 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2558 */ 2336 */
2559 move_player (op, op->direction); 2337 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2338
2561 return 1; 2339 return op->speed_left > 0;
2562 else 2340 }
2563 return 0;
2564 } 2341 }
2342
2565 return 0; 2343 return 0;
2566} 2344}
2567 2345
2568int 2346int
2569save_life (object *op) 2347save_life (object *op)
2570{ 2348{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2350 return 0;
2575 2351
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2354 {
2579 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);
2580 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));
2581 2357
2589 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2590 2366
2591 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2592 op->stats.food = 999; 2368 op->stats.food = 999;
2593 2369
2594 fix_player (op); 2370 op->update_stats ();
2595 return 1; 2371 return 1;
2596 } 2372 }
2373
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2377 return 0;
2601} 2378}
2610{ 2387{
2611 object *next; 2388 object *next;
2612 2389
2613 while (op) 2390 while (op)
2614 { 2391 {
2615 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' */
2616 * we remove object 'op' 2393
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2395 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2626 } 2400 }
2627 else if (op->inv) 2401 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2629 op = next; 2404 op = next;
2630 } 2405 }
2631} 2406}
2632
2633 2407
2634/* 2408/*
2635 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2425 else
2652 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2429 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2656 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);
2657 else 2432 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2436 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2437 if (op->type == PLAYER)
2662 { 2438 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2441 strcat (buf2, buf);
2666 } 2442 }
2443
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2670 return buf2; 2448 return buf2;
2671} 2449}
2672
2673
2674 2450
2675void 2451void
2676do_some_living (object *op) 2452do_some_living (object *op)
2677{ 2453{
2678 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2687 const int max_grace = 1; 2463 const int max_grace = 1;
2688 2464
2689 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2690 { 2466 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2470 }
2695 2471
2696 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2697 { 2473 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2478 else
2704 { 2479 {
2705 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2482 }
2483
2708 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2486 else
2711 { 2487 {
2712 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2490 }
2491
2715 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2494 else
2718 { 2495 {
2719 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2735 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2514 op->stats.food = last_food;
2738 } 2515 }
2739 } 2516 }
2517
2740 if (max_sp > 1) 2518 if (max_sp > 1)
2741 { 2519 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2521 if (over_sp > 0)
2744 { 2522 {
2745 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2746 { 2524 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2748 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))
2749 op->stats.sp--; 2528 op->stats.sp--;
2529
2750 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2752 } 2532 }
2753 op->last_sp = 0; 2533 op->last_sp = 0;
2754 } 2534 }
2755 else 2535 else
2756 {
2757 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);
2758 }
2759 } 2537 }
2760 else 2538 else
2761 {
2762 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);
2763 }
2764 } 2540 }
2765 2541
2766 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2769 { 2545 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2772 if (max_grace > 1) 2549 if (max_grace > 1)
2773 { 2550 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2552 if (over_grace > 0)
2776 { 2553 {
2804 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2583 op->stats.food = last_food;
2807 } 2584 }
2808 } 2585 }
2586
2809 if (max_hp > 1) 2587 if (max_hp > 1)
2810 { 2588 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2590 if (over_hp > 0)
2813 { 2591 {
2837 2615
2838 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2618 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2842 /* dms do not consume food */ 2621 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2623 op->stats.food--;
2845 } 2624 }
2846 }
2847 2625
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2627 {
2850 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2851 2629
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2631 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2639 break;
2862 } 2640 }
2863 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2864 flesh = tmp; 2642 flesh = tmp;
2865 } /* End if paid for object */ 2643 } /* End if paid for object */
2866 } /* end of for loop */ 2644 } /* end of for loop */
2645
2867 /* 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
2868 * eat flesh instead. 2647 * eat flesh instead.
2869 */ 2648 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2650 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2874 } 2653 }
2875 } /* end if player is starving */ 2654 }
2876 2655
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2879 2658
2880 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))
2881 kill_player (op); 2660 kill_player (op);
2661 }
2882} 2662}
2883
2884
2885 2663
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2667 * file.
2919 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!");
2920 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...");
2921 2699
2922 /* restore player */ 2700 /* restore player */
2923 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2703 {
2927 tmp->destroy (); 2704 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2706 }
2930 2707
2931 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2710 {
2935 tmp->destroy (); 2711 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2713 }
2938 2714
2940 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2718 op->stats.food = 999;
2943 2719
2944 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2722 {
2948 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2724 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2728 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2956 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2732 }
2959 2733
2960 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2736 op->contr->braced = 0;
2967 2741
2968 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2969 2743
2970 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2971 { 2745 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2981 } 2748 }
2982 else 2749 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
2992 } 2751
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2753
2995 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
2996 x = op->x; 2755 x = op->x;
2997 y = op->y; 2756 y = op->y;
2998 map = op->map; 2757 map = op->map;
2999 2758
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2762 */
3007 2763
3008 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2766 * of death.
3011 */ 2767 */
3012#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3014 { 2770 {
3015 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2773 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2776 little bit harder. */
3021 /* GD */ 2777 /* GD */
3022 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2779 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2780 else
3028 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3029 num_stats_lose = 1; 2784 num_stats_lose = 1;
3030 } 2785
3031 lost_a_stat = 0; 2786 lost_a_stat = 0;
3032 2787
3033 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3034 { 2789 {
3035 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3036 2791
3037 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3038 { 2793 {
3039 /* 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
3040 * what he lost. 2795 * what he lost.
3041 */ 2796 */
3042 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2815 }
3049 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3050 { 2818 {
3051 /* deplete a stat */ 2819 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3053 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3054 2822 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2823 {
3058 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3060 } 2826
3061 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 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)
3068 { 2833 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2834 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2836 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2837 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2838 else
3103 if (this_stat >= -50)
3104 { 2839 {
3105 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 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"); */
3110 } 2845 }
3111 } 2846 }
3112 } 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 }
3113 } 2866 }
2867 }
2868 }
3114 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2870 if (!lost_a_stat)
3116 { 2871 {
3117 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3120 2875
3121 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2878 else
3124 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.");
3125 } 2880 }
3126#else 2881#else
3127 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.");
3128#endif 2883#endif
3129 2884
3130 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2886 * exp loss on the stone.
3132 */ 2887 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2890 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3139 tmp->msg = buf; 2894 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2897
3143 /**************************************/ 2898 /**************************************/
3144 /* */ 2899 /* */
3145 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3148 /* */ 2903 /* */
3149 /**************************************/ 2904 /**************************************/
3150 2905
3151 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2907 /* restore player */
3153 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3155 2910
3156 if (tmp) 2911 if (tmp)
3157 { 2912 {
3158 tmp->destroy (); 2913 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2915 }
3161 2916
3162 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2919 if (tmp)
3165 { 2920 {
3166 tmp->destroy (); 2921 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2923 }
3169 2924
3170 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3171 2926
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3175 op->stats.food = 900; 2930 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2934
3180 /* 2935 /*
3181 * 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
3182 * 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
3183 * in the map. 2938 * in the map.
3184 */ 2939 */
3185 2940
3186 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3188 2943
3189 /****************************************/ 2944 /****************************************/
3190 /* */ 2945 /* */
3191 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3193 /* */ 2948 /* */
3194 /****************************************/ 2949 /****************************************/
3195 2950
3196 enter_player_savebed (op); 2951 enter_player_savebed (op);
3197 2952
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2953 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2954
3204 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2958 * on the space that might harm the player.
3208 */ 2959 */
3209 will_kill_again = 0; 2960 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3213 2964
3214 if (will_kill_again) 2965 if (will_kill_again)
3215 { 2966 {
3216 object *force; 2967 object *force;
3217 int at; 2968 int at;
3218 2969
3219 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2972 force->speed = 0.1;
3222 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2977 force->resist[at] = 100;
3227 2978
3228 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3229 fix_player (op); 2980 op->update_stats ();
3230 2981
3231 } 2982 }
3232 2983
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2985}
3302
3303 2986
3304void 2987void
3305loot_object (object *op) 2988loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3308 2991
3309 if (op->container) 2992 if (op->container)
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3312 }
3313 2994
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3315 { 2996 {
3316 next = tmp->below; 2997 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3318 continue; 3000 continue;
3001
3319 tmp->remove (); 3002 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3321 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 3005 { /* empty container to ground */
3323 loot_object (tmp); 3006 loot_object (tmp);
3345 */ 3028 */
3346 3029
3347void 3030void
3348fix_weight (void) 3031fix_weight (void)
3349{ 3032{
3350 player *pl; 3033 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 3034 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 3036
3356 if (old == sum) 3037 if (old == sum)
3357 continue; 3038 continue;
3358 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3359 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);
3360 } 3041 }
3361} 3042}
3362 3043
3363void 3044void
3364fix_luck (void) 3045fix_luck (void)
3365{ 3046{
3366 player *pl; 3047 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3371} 3050}
3372
3373 3051
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3377 */ 3055 */
3378
3379void 3056void
3380cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3381{ 3058{
3382 object *skop, *spob; 3059 object *skop, *spob;
3383 3060
3428 object *tmp = NULL; 3105 object *tmp = NULL;
3429 3106
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3108 return 1;
3432 3109
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3110 return 0;
3439} 3111}
3440 3112
3441/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3498 3170
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3172
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3505 { 3176 {
3506 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!");
3507 make_visible (op); 3178 make_visible (op);
3508 return; 3179 return;
3509 } 3180 }
3510 else 3181 else
3511 num += 20; 3182 num += 20;
3512 } 3183
3513 num += op->map->difficulty; 3184 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3186 num -= hide;
3187
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3189 {
3518 make_visible (op); 3190 make_visible (op);
3519 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3520 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!");
3521 } 3193 }
3522 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3196}
3527 3197
3528/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3529 3199
3530int 3200int
3557 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3558 continue; 3228 continue;
3559 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)))
3560 continue; 3230 continue;
3561 3231
3562 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)
3563 { 3233 {
3564 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))
3565 return 1; 3235 return 1;
3566 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3567 { 3237 {
3597 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3598 { 3268 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3270 return -1;
3601 } 3271 }
3272
3602 if (!pl || !op) 3273 if (!pl || !op)
3603 return 0; 3274 return 0;
3604 3275
3605 if (op->head)
3606 {
3607 op = op->head; 3276 op = op->head_ ();
3608 } 3277
3609 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3610 3279
3611 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3281 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3621 3290
3622 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3293 * for any meaningful values.
3625 */ 3294 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3298 return 1;
3630 op = op->more; 3299 op = op->more;
3631 } 3300 }
3632 return 0; 3301 return 0;
3633} 3302}
3743 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3744 return; 3413 return;
3745 3414
3746 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++);
3747 3416
3748 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3749 { 3418 {
3750 /* 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]); */
3751 return; 3420 return;
3752 } 3421 }
3753 3422
3819 { 3488 {
3820 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3490 object *skin;
3822 3491
3823 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3825 if (skin == NULL) 3497 if (!skin)
3826 return; 3498 return;
3827 3499
3828 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3502 {

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