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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
319/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
321 * mode. 365 * mode.
322 */ 366 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
328 371
329 p = get_player (NULL); 372 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 373 set_first_map (pl->ob);
343 374
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 375 return pl;
352} 376}
353 377
354/* 378/*
355 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
365 { 389 {
366 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
367 at = first_archetype; 391 at = first_archetype;
368 else 392 else
369 at = at->next; 393 at = at->next;
394
370 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
371 return at; 396 return at;
397
372 if (at == start) 398 if (at == start)
373 { 399 {
374 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 401 exit (-1);
376 } 402 }
377 } 403 }
378} 404}
379 405
380
381object * 406object *
382get_nearest_player (object *mon) 407get_nearest_player (object *mon)
383{ 408{
384 object *op = NULL; 409 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 410 objectlink *ol;
387 unsigned lastdist; 411 unsigned lastdist;
388 rv_vector rv; 412 rv_vector rv;
389 413
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 415 {
392 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 423 object *tmp = ol->ob;
400 424
401 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 426 * itself will have been cleared.
403 */ 427 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
405 ol = ol->next; 430 ol = ol->next;
406 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
407 if (!ol) 432 if (!ol)
408 return op; 433 return op;
409 } 434 }
422 { 447 {
423 op = ol->ob; 448 op = ol->ob;
424 lastdist = rv.distance; 449 lastdist = rv.distance;
425 } 450 }
426 } 451 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 452
428 { 453 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
433 { 456 {
434 op = pl->ob; 457 op = pl->ob;
435 lastdist = rv.distance; 458 lastdist = rv.distance;
436 } 459 }
437 } 460
438 }
439#if 0 461#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 463#endif
442 return op; 464 return op;
443} 465}
461 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 485 * is probably not a good thing.
464 */ 486 */
465#define MAX_SPACES 50 487#define MAX_SPACES 50
466
467 488
468/* 489/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
710 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
711 link_player_skills (pl); 732 link_player_skills (pl);
712} 733}
713 734
714void 735void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
799{ 737{
800 if (party == NULL) 738 if (party == NULL)
801 { 739 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 741 return;
804 } 742 }
743
805 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 748}
810
811 749
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 751static int
814roll_stat (void) 752roll_stat (void)
815{ 753{
816 int a[4], i, j, k; 754 int a[4], i, j, k;
817 755
818 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
821 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 760 if (a[i] < k)
823 k = a[i], j = i; 761 k = a[i], j = i;
824 762
825 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 764 if (i != j)
828 k += a[i]; 765 k += a[i];
829 } 766
830 return k; 767 return k;
831} 768}
832 769
833void 770void
834roll_stats (object *op) 771object::roll_stats ()
835{ 772{
836 int sum = 0;
837 int i = 0, j = 0;
838 int statsort[7]; 773 int statsort [7];
839 774
840 do 775 for (;;)
841 {
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 } 776 {
851 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
852 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
853 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 787
862 /* a quick and dirty bubblesort? */
863 do
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878
879 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
880 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
881 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
882 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
883 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
886 795
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 796 stats.exp = 0;
898 op->stats.ac = 0; 797 stats.ac = 0;
899 798
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
908 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
909} 811}
910 812
911void 813void
912Roll_Again (object *op) 814object::swap_stats (int a, int b)
913{ 815{
914 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
917}
918 819
919void 820 stats.Str = contr->orig_stats.Str;
920Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
921{ 852{
922 signed char tmp;
923 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
924 854
925 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 859}
1040 860
1041/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1045 * not the class. 865 * not the class.
1046 */ 866 */
1047
1048int 867int
1049key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1050{ 869{
1051 int tmp_loop; 870 int tmp_loop;
1052 871
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1060 { 873 {
1061 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1062 875
1063 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
878
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
1066 882
1067 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1069 885
1070 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1071 887
1072 if (op->msg) 888 if (op->msg)
1073 op->msg = NULL; 889 op->msg = NULL;
1074 890
1075 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1076 * to save here. 892 * to save here.
1077 */ 893 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf); 895 make_path_to_file (buf);
1080 896
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 897 start_info (op);
1085 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1087 link_player_skills (op); 900 link_player_skills (op);
1088 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1089 fix_player (op); 902 op->update_stats ();
1090 903
1091 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1092 * is one for this race 905 * is one for this race
1093 */ 906 */
1094 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1095 { 908 {
1096 object *tmp; 909 object *tmp;
1097 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1098 911
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1100 tmp = object::create (); 913 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1106 * default initial map */ 919 * default initial map */
1107 tmp->destroy (); 920 tmp->destroy ();
1108 } 921 }
1109 else 922 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 924
1113 return 0; 925 return 0;
1114 } 926 }
1115 927
1116 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1121 while (!tmp_loop) 933 while (!tmp_loop)
1122 { 934 {
1123 shstr name = op->name; 935 shstr name = op->name;
1124 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1125 937
1126 remove_statbonus (op); 938 op->remove_statbonus ();
1127 op->remove (); 939 op->remove ();
1128 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1129 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1130 op->instantiate (); 942 op->instantiate ();
1131 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1133 op->x = x; 945 op->x = x;
1134 op->y = y; 946 op->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1137 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1138 add_statbonus (op); 950 op->add_statbonus ();
1139 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1140 } 952 }
1141 953
1142 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1144 fix_player (op); 956 op->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1147 op->stats.grace = 0; 959 op->stats.grace = 0;
1148 960
1149 if (op->msg) 961 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151 963
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0; 965 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 966}
1204 967
1205void 968void
1206flee_player (object *op) 969flee_player (object *op)
1207{ 970{
1237 { 1000 {
1238 op->enemy = NULL; 1001 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1003 return;
1241 } 1004 }
1005
1242 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1243 1007
1244 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1246 { 1010 {
1247 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1248 1012
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1014 return;
1252 }
1253 } 1015 }
1016
1254 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1019 op->enemy = NULL;
1257} 1020}
1258 1021
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1109 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1114 }
1115
1380 /* philosophy: 1116 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1121 * example.
1386 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1814 if (!dir) 1550 if (!dir)
1815 { 1551 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1553 return 0;
1818 } 1554 }
1555
1819 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1820 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1821 else 1558 else
1822 { 1559 {
1823 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1831 { 1568 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1570 return 0;
1834 } 1571 }
1835 } 1572 }
1573
1836 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1837 { 1575 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1577 return 0;
1840 } 1578 }
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 1581
1844 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1847 if (bowspeed < 1) 1586 if (bowspeed < 1)
1848 bowspeed = 1; 1587 bowspeed = 1;
1849 1588
1850 if (arrow == NULL) 1589 if (arrow == NULL)
1851 { 1590 {
1857 else 1596 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1859 return 0; 1598 return 0;
1860 } 1599 }
1861 } 1600 }
1601
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1604 return 0;
1866 } 1605
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1607 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1609 return 0;
1871 } 1610 }
1877 return 0; 1616 return 0;
1878 } 1617 }
1879 1618
1880 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1621 if (!arrow)
1883 { 1622 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1624 return 0;
1886 } 1625 }
1626
1887 arrow->set_owner (op); 1627 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1629 arrow->direction = dir;
1891 arrow->x = sx;
1892 arrow->y = sy;
1893 1630
1894 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1895 { 1632 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op); 1634 op->update_stats ();
1898 } 1635 }
1899 1636
1900 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1906 1643
1907 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper. 1645 * added to the damage. I think the strength bonus is more proper.
1909 */ 1646 */
1910 1647
1912 1649
1913 /* update the speed */ 1650 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916 1653
1917 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1921 1656
1922 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1923 { 1658 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1934 } 1669 }
1935 1670
1936 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1937 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1938 1673
1939 if (bow->slaying != NULL) 1674 if (bow->slaying)
1940 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1941 1676
1942 arrow->map = m;
1943 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1679
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1948 1682
1949 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1684 move_arrow (arrow);
1951 1685
1952 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1978 } 1712 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1714 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1716 wcmod = -1;
1717
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1719 }
1985 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1986 { 1721 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2057 1792
2058 if (item->arch) 1793 if (item->arch)
2059 { 1794 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2062 item->speed = 0; 1797 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1798 }
1799
2065 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1802 }
2068 } 1803 }
2069 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1805 drain_rod_charge (item);
2072 }
2073 } 1806 }
2074} 1807}
2075 1808
2076/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2077 */ 1810 */
2116 { 1849 {
2117 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return; 1852 return;
2120 } 1853 }
1854
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return; 1856 return;
2123 case range_builder: 1857 case range_builder:
2124 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2125 return; 1859 return;
2126 default: 1860 default:
2220 * 0 otherwise 1954 * 0 otherwise
2221 */ 1955 */
2222static int 1956static int
2223player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2224{ 1958{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a use a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2229 */ 1962 */
2230 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2268 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2272 */ 2005 */
2273
2274void 2006void
2275move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2276{ 2008{
2277 object *tmp, *mon; 2009 object *tmp, *mon;
2278 sint16 nx, ny; 2010 sint16 nx, ny;
2280 maptile *m; 2012 maptile *m;
2281 2013
2282 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2284 2016
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2286 2018
2287 /* If braced, or can't move to the square, and it is not out of the 2019 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2020 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2021 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2295 */ 2027 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 { 2029 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2031 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2301 if (!m) 2033 if (!m)
2302 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2303 } 2035 }
2304 else 2036 else
2305 m = op->map; 2037 m = op->map;
2306 2038
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2040 return;
2311 }
2312 2041
2313 mon = NULL; 2042 mon = 0;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2044 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2045 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2046 * on the space
2318 */ 2047 */
2319 while (tmp != NULL) 2048 while (tmp)
2320 { 2049 {
2321 if (tmp == op) 2050 if (tmp == op)
2322 { 2051 {
2323 tmp = tmp->above; 2052 tmp = tmp->above;
2324 continue; 2053 continue;
2334 mon = tmp; 2063 mon = tmp;
2335 2064
2336 tmp = tmp->above; 2065 tmp = tmp->above;
2337 } 2066 }
2338 2067
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2069 return; /* into a wall */
2341 2070
2342 if (mon->head != NULL) 2071 if (mon->head)
2343 mon = mon->head; 2072 mon = mon->head;
2344 2073
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2347 return; 2076 return;
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2099 {
2371 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2101 if (op->contr->braced)
2373 return; 2102 return;
2103
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2107 make_visible (op);
2108
2378 return; 2109 return;
2379 } 2110 }
2380 2111
2381 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2384 * attack them either. 2115 * attack them either.
2385 */ 2116 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2120 (op->contr->peaceful
2390 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2391 && mon->contr-> 2122 && mon->contr->
2392 peaceful)) && 2123 peaceful)) &&
2393#else 2124#else
2394 op->contr->peaceful && 2125 op->contr->peaceful &&
2395#endif 2126#endif
2396 !on_battleground)) 2127 !on_battleground))
2397 { 2128 {
2398 if (!op->contr->braced) 2129 if (!op->contr->braced)
2399 { 2130 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2402 } 2133 }
2403 else 2134 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2136
2407 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2138 make_visible (op);
2409 } 2139 }
2410 2140
2411 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2422 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2156 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2159 {
2431 2160
2432 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2440 2169
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2171 }
2443 2172
2444 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2445 2174
2446 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2178 * the wiz.
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 { 2181 {
2453 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2454 2183
2455 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2458 } 2187 }
2188
2459 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2460 make_visible (op); 2190 make_visible (op);
2461 } 2191 }
2462 } /* if player should attack something */ 2192 } /* if player should attack something */
2463} 2193}
2465int 2195int
2466move_player (object *op, int dir) 2196move_player (object *op, int dir)
2467{ 2197{
2468 int pick; 2198 int pick;
2469 2199
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2201 return 0;
2472 2202
2473 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2475 { 2205 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2207 return 0;
2478 } 2208 }
2479 2209
2480 /* peterm: added following line */ 2210 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2483 2213
2484 op->facing = dir; 2214 op->facing = dir;
2485 2215
2498 2228
2499 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2230 * server can handle repeat firing.
2501 */ 2231 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2233 op->direction = dir;
2505 }
2506 else 2234 else
2507 {
2508 op->direction = 0; 2235 op->direction = 0;
2509 } 2236
2510 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2239 * for players.
2513 */ 2240 */
2514 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2566 2293
2567 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2296 * called, so we recheck it here.
2570 */ 2297 */
2571 HandleClient (&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2572 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2573 return 0; 2302 {
2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2304 {
2577 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2306 op->speed_left--;
2579 2307
2580 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2583 */ 2311 */
2584 move_player (op, op->direction); 2312 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2313
2586 return 1; 2314 return op->speed_left > 0;
2587 else 2315 }
2588 return 0;
2589 } 2316 }
2317
2590 return 0; 2318 return 0;
2591} 2319}
2592 2320
2593int 2321int
2594save_life (object *op) 2322save_life (object *op)
2595{ 2323{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2325 return 0;
2600 2326
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2329 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2332
2614 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2615 2341
2616 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2617 op->stats.food = 999; 2343 op->stats.food = 999;
2618 2344
2619 fix_player (op); 2345 op->update_stats ();
2620 return 1; 2346 return 1;
2621 } 2347 }
2348
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2352 return 0;
2626} 2353}
2635{ 2362{
2636 object *next; 2363 object *next;
2637 2364
2638 while (op) 2365 while (op)
2639 { 2366 {
2640 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2641 * we remove object 'op' 2368
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2370 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2651 } 2375 }
2652 else if (op->inv) 2376 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2654 op = next; 2379 op = next;
2655 } 2380 }
2656} 2381}
2657
2658 2382
2659/* 2383/*
2660 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2400 else
2677 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2404 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2407 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2411 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2687 { 2413 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2416 strcat (buf2, buf);
2691 } 2417 }
2418
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2695 return buf2; 2423 return buf2;
2696} 2424}
2697
2698
2699 2425
2700void 2426void
2701do_some_living (object *op) 2427do_some_living (object *op)
2702{ 2428{
2703 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2712 const int max_grace = 1; 2438 const int max_grace = 1;
2713 2439
2714 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2715 { 2441 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2445 }
2720 2446
2721 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2722 { 2448 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2453 else
2729 { 2454 {
2730 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2457 }
2458
2733 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2461 else
2736 { 2462 {
2737 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2465 }
2466
2740 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2469 else
2743 { 2470 {
2744 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2760 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2489 op->stats.food = last_food;
2763 } 2490 }
2764 } 2491 }
2492
2765 if (max_sp > 1) 2493 if (max_sp > 1)
2766 { 2494 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2496 if (over_sp > 0)
2769 { 2497 {
2770 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2771 { 2499 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2503 op->stats.sp--;
2504
2775 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2777 } 2507 }
2778 op->last_sp = 0; 2508 op->last_sp = 0;
2779 } 2509 }
2780 else 2510 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2512 }
2785 else 2513 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2515 }
2790 2516
2791 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2794 { 2520 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2797 if (max_grace > 1) 2524 if (max_grace > 1)
2798 { 2525 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2527 if (over_grace > 0)
2801 { 2528 {
2829 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2558 op->stats.food = last_food;
2832 } 2559 }
2833 } 2560 }
2561
2834 if (max_hp > 1) 2562 if (max_hp > 1)
2835 { 2563 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2565 if (over_hp > 0)
2838 { 2566 {
2862 2590
2863 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2593 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2867 /* dms do not consume food */ 2596 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2598 op->stats.food--;
2870 } 2599 }
2871 }
2872 2600
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2602 {
2875 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2876 2604
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2606 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2614 break;
2887 } 2615 }
2888 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2889 flesh = tmp; 2617 flesh = tmp;
2890 } /* End if paid for object */ 2618 } /* End if paid for object */
2891 } /* end of for loop */ 2619 } /* end of for loop */
2620
2892 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2622 * eat flesh instead.
2894 */ 2623 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2625 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2899 } 2628 }
2900 } /* end if player is starving */ 2629 }
2901 2630
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2904 2633
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2635 kill_player (op);
2636 }
2907} 2637}
2908
2909
2910 2638
2911/* If the player should die (lack of hp, food, etc), we call this. 2639/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2640 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2642 * file.
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2674
2947 /* restore player */ 2675 /* restore player */
2948 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2678 {
2952 tmp->destroy (); 2679 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2681 }
2955 2682
2956 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2685 {
2960 tmp->destroy (); 2686 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2688 }
2963 2689
2965 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2693 op->stats.food = 999;
2968 2694
2969 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2697 {
2973 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2699 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2703 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2981 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2707 }
2984 2708
2985 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2711 op->contr->braced = 0;
2992 2716
2993 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2994 2718
2995 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2996 { 2720 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3006 } 2723 }
3007 else 2724 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3017 } 2726
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2728
3020 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3021 x = op->x; 2730 x = op->x;
3022 y = op->y; 2731 y = op->y;
3023 map = op->map; 2732 map = op->map;
3024 2733
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
3031 */ 2737 */
3032 2738
3033 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2741 * of death.
3036 */ 2742 */
3037#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3039 { 2745 {
3040 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2748 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2751 little bit harder. */
3046 /* GD */ 2752 /* GD */
3047 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2754 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2755 else
3053 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3054 num_stats_lose = 1; 2759 num_stats_lose = 1;
3055 } 2760
3056 lost_a_stat = 0; 2761 lost_a_stat = 0;
3057 2762
3058 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3059 { 2764 {
3060 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3061 2766
3062 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3063 { 2768 {
3064 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3065 * what he lost. 2770 * what he lost.
3066 */ 2771 */
3067 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3073 } 2790 }
3074 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3075 { 2793 {
3076 /* deplete a stat */ 2794 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3078 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3079 2797 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2798 {
3083 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3085 } 2801
3086 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2808 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2809 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2811 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2812 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2813 else
3128 if (this_stat >= -50)
3129 { 2814 {
3130 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2820 }
3136 } 2821 }
3137 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3138 } 2841 }
2842 }
2843 }
3139 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2845 if (!lost_a_stat)
3141 { 2846 {
3142 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3145 2850
3146 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2853 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2855 }
3151#else 2856#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2858#endif
3154 2859
3155 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2861 * exp loss on the stone.
3157 */ 2862 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2865 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3163 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); 2868 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);
3164 tmp->msg = buf; 2869 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2872
3168 /**************************************/ 2873 /**************************************/
3169 /* */ 2874 /* */
3170 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3173 /* */ 2878 /* */
3174 /**************************************/ 2879 /**************************************/
3175 2880
3176 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2882 /* restore player */
3178 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3180 2885
3181 if (tmp) 2886 if (tmp)
3182 { 2887 {
3183 tmp->destroy (); 2888 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2890 }
3186 2891
3187 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2894 if (tmp)
3190 { 2895 {
3191 tmp->destroy (); 2896 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2898 }
3194 2899
3195 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3196 2901
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3200 op->stats.food = 900; 2905 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2909
3205 /* 2910 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2911 * Check to see if the player is in a shop. IF so, then check to see if
3207 * the player has any unpaid items. If so, remove them and put them back 2912 * the player has any unpaid items. If so, remove them and put them back
3208 * in the map. 2913 * in the map.
3209 */ 2914 */
3210 2915
3211 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3213 2918
3214 /****************************************/ 2919 /****************************************/
3215 /* */ 2920 /* */
3216 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3218 /* */ 2923 /* */
3219 /****************************************/ 2924 /****************************************/
3220 2925
3221 enter_player_savebed (op); 2926 enter_player_savebed (op);
3222 2927
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2928 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2929
3229 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2933 * on the space that might harm the player.
3233 */ 2934 */
3234 will_kill_again = 0; 2935 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3238 2939
3239 if (will_kill_again) 2940 if (will_kill_again)
3240 { 2941 {
3241 object *force; 2942 object *force;
3242 int at; 2943 int at;
3243 2944
3244 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2947 force->speed = 0.1;
3247 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3248 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2952 force->resist[at] = 100;
3252 2953
3253 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3254 fix_player (op); 2955 op->update_stats ();
3255 2956
3256 } 2957 }
3257 2958
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2960}
3327
3328 2961
3329void 2962void
3330loot_object (object *op) 2963loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3333 2966
3334 if (op->container) 2967 if (op->container)
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3337 }
3338 2969
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3340 { 2971 {
3341 next = tmp->below; 2972 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3343 continue; 2975 continue;
2976
3344 tmp->remove (); 2977 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3346 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2980 { /* empty container to ground */
3348 loot_object (tmp); 2981 loot_object (tmp);
3370 */ 3003 */
3371 3004
3372void 3005void
3373fix_weight (void) 3006fix_weight (void)
3374{ 3007{
3375 player *pl; 3008 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 3009 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 3011
3381 if (old == sum) 3012 if (old == sum)
3382 continue; 3013 continue;
3383 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 3016 }
3386} 3017}
3387 3018
3388void 3019void
3389fix_luck (void) 3020fix_luck (void)
3390{ 3021{
3391 player *pl; 3022 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3396} 3025}
3397
3398 3026
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3402 */ 3030 */
3403
3404void 3031void
3405cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3406{ 3033{
3407 object *skop, *spob; 3034 object *skop, *spob;
3408 3035
3453 object *tmp = NULL; 3080 object *tmp = NULL;
3454 3081
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3083 return 1;
3457 3084
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3085 return 0;
3464} 3086}
3465 3087
3466/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3523 3145
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3147
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3530 { 3151 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3153 make_visible (op);
3533 return; 3154 return;
3534 } 3155 }
3535 else 3156 else
3536 num += 20; 3157 num += 20;
3537 } 3158
3538 num += op->map->difficulty; 3159 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3161 num -= hide;
3162
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3164 {
3543 make_visible (op); 3165 make_visible (op);
3544 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3168 }
3547 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3171}
3552 3172
3553/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3554 3174
3555int 3175int
3582 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3583 continue; 3203 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3205 continue;
3586 3206
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3208 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3210 return 1;
3591 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3592 { 3212 {
3622 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3623 { 3243 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3245 return -1;
3626 } 3246 }
3247
3627 if (!pl || !op) 3248 if (!pl || !op)
3628 return 0; 3249 return 0;
3629 3250
3630 if (op->head)
3631 {
3632 op = op->head; 3251 op = op->head_ ();
3633 } 3252
3634 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3635 3254
3636 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3256 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3646 3265
3647 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3268 * for any meaningful values.
3650 */ 3269 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3273 return 1;
3655 op = op->more; 3274 op = op->more;
3656 } 3275 }
3657 return 0; 3276 return 0;
3658} 3277}
3768 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3769 return; 3388 return;
3770 3389
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3391
3773 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3774 { 3393 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3395 return;
3777 } 3396 }
3778 3397
3844 { 3463 {
3845 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3465 object *skin;
3847 3466
3848 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3850 if (skin == NULL) 3472 if (!skin)
3851 return; 3473 return;
3852 3474
3853 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3477 {
3900 * not readied. 3522 * not readied.
3901 */ 3523 */
3902void 3524void
3903player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3904{ 3526{
3905 rangetype i;
3906
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908 {
3909 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3910 { 3529 {
3911 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3912 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3915 }
3916 } 3533 }
3917 }
3918} 3534}

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