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Comparing deliantra/server/server/player.C (file contents):
Revision 1.39 by root, Thu Dec 14 14:23:09 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
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
300/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 365 * mode.
303 */ 366 */
304 367player *
305int 368player::create ()
306add_player (client_socket *ns)
307{ 369{
308 player *p = new player; 370 player *pl = new player;
309 371
310 p->socket = ns; 372 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 373 set_first_map (pl->ob);
319 374
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 375 return pl;
328} 376}
329 377
330/* 378/*
331 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
341 { 389 {
342 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
343 at = first_archetype; 391 at = first_archetype;
344 else 392 else
345 at = at->next; 393 at = at->next;
394
346 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
347 return at; 396 return at;
397
348 if (at == start) 398 if (at == start)
349 { 399 {
350 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 401 exit (-1);
352 } 402 }
353 } 403 }
354} 404}
355 405
356
357object * 406object *
358get_nearest_player (object *mon) 407get_nearest_player (object *mon)
359{ 408{
360 object *op = NULL; 409 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 410 objectlink *ol;
363 unsigned lastdist; 411 unsigned lastdist;
364 rv_vector rv; 412 rv_vector rv;
365 413
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 415 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 423 object *tmp = ol->ob;
376 424
377 /* 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
378 * itself will have been cleared. 426 * itself will have been cleared.
379 */ 427 */
380 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 ());
381 ol = ol->next; 430 ol = ol->next;
382 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
383 if (!ol) 432 if (!ol)
384 return op; 433 return op;
385 } 434 }
398 { 447 {
399 op = ol->ob; 448 op = ol->ob;
400 lastdist = rv.distance; 449 lastdist = rv.distance;
401 } 450 }
402 } 451 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 452
404 { 453 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
409 { 456 {
410 op = pl->ob; 457 op = pl->ob;
411 lastdist = rv.distance; 458 lastdist = rv.distance;
412 } 459 }
413 } 460
414 }
415#if 0 461#if 0
416 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)");
417#endif 463#endif
418 return op; 464 return op;
419} 465}
437 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 485 * is probably not a good thing.
440 */ 486 */
441#define MAX_SPACES 50 487#define MAX_SPACES 50
442
443 488
444/* 489/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
686 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
687 link_player_skills (pl); 732 link_player_skills (pl);
688} 733}
689 734
690void 735void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
775{ 737{
776 if (party == NULL) 738 if (party == NULL)
777 { 739 {
778 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);
779 return; 741 return;
780 } 742 }
743
781 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
784 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:");
785} 748}
786
787 749
788/* 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. */
789int 751static int
790roll_stat (void) 752roll_stat (void)
791{ 753{
792 int a[4], i, j, k; 754 int a[4], i, j, k;
793 755
794 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 760 if (a[i] < k)
799 k = a[i], j = i; 761 k = a[i], j = i;
800 762
801 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 764 if (i != j)
804 k += a[i]; 765 k += a[i];
805 } 766
806 return k; 767 return k;
807} 768}
808 769
809void 770void
810roll_stats (object *op) 771object::roll_stats ()
811{ 772{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 773 int statsort [7];
815 774
816 do 775 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 776 {
827 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
828 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
829 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 787
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
862 795
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 796 stats.exp = 0;
874 op->stats.ac = 0; 797 stats.ac = 0;
875 798
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
885} 811}
886 812
887void 813void
888Roll_Again (object *op) 814object::swap_stats (int a, int b)
889{ 815{
890 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[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);
893}
894 819
895void 820 stats.Str = contr->orig_stats.Str;
896Swap_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)
897{ 852{
898 signed char tmp;
899 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
900 854
901 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 859}
1016 860
1017/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1021 * not the class. 865 * not the class.
1022 */ 866 */
1023
1024int 867int
1025key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1026{ 869{
1027 int tmp_loop; 870 int tmp_loop;
1028 871
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1036 { 873 {
1037 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1038 875
1039 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, op, 0, 0, 0);
1045 882
1046 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1048 885
1049 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1050 887
1051 if (op->msg) 888 if (op->msg)
1052 op->msg = NULL; 889 op->msg = NULL;
1053 890
1054 /* 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
1055 * to save here. 892 * to save here.
1056 */ 893 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf); 895 make_path_to_file (buf);
1059 896
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 897 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 900 link_player_skills (op);
1067 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1068 fix_player (op); 902 op->update_stats ();
1069 903
1070 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1071 * is one for this race 905 * is one for this race
1072 */ 906 */
1073 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1074 { 908 {
1075 object *tmp; 909 object *tmp;
1076 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1077 911
1078 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);
1079 tmp = object::create (); 913 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1083 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;
1084 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1085 * default initial map */ 919 * default initial map */
1086 tmp->destroy (); 920 tmp->destroy ();
1087 } 921 }
1088 else 922 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 924
1092 return 0; 925 return 0;
1093 } 926 }
1094 927
1095 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1100 while (!tmp_loop) 933 while (!tmp_loop)
1101 { 934 {
1102 shstr name = op->name; 935 shstr name = op->name;
1103 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1104 937
1105 remove_statbonus (op); 938 op->remove_statbonus ();
1106 op->remove (); 939 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1109 op->instantiate (); 942 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1112 op->x = x; 945 op->x = x;
1113 op->y = y; 946 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 950 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1119 } 952 }
1120 953
1121 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 956 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 959 op->stats.grace = 0;
1127 960
1128 if (op->msg) 961 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 963
1131 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");
1132 return 0; 965 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 966}
1183 967
1184void 968void
1185flee_player (object *op) 969flee_player (object *op)
1186{ 970{
1216 { 1000 {
1217 op->enemy = NULL; 1001 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1003 return;
1220 } 1004 }
1005
1221 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1222 1007
1223 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1225 { 1010 {
1226 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1227 1012
1228 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)))
1229 {
1230 return; 1014 return;
1231 }
1232 } 1015 }
1016
1233 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1019 op->enemy = NULL;
1236} 1020}
1237 1021
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1109 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1114 }
1115
1359 /* philosophy: 1116 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1121 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1550 if (!dir)
1794 { 1551 {
1795 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!");
1796 return 0; 1553 return 0;
1797 } 1554 }
1555
1798 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1800 else 1558 else
1801 { 1559 {
1802 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1810 { 1568 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1570 return 0;
1813 } 1571 }
1814 } 1572 }
1573
1815 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1816 { 1575 {
1817 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);
1818 return 0; 1577 return 0;
1819 } 1578 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1581
1823 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1826 if (bowspeed < 1) 1586 if (bowspeed < 1)
1827 bowspeed = 1; 1587 bowspeed = 1;
1828 1588
1829 if (arrow == NULL) 1589 if (arrow == NULL)
1830 { 1590 {
1836 else 1596 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1598 return 0;
1839 } 1599 }
1840 } 1600 }
1601
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1604 return 0;
1845 } 1605
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1607 {
1848 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.");
1849 return 0; 1609 return 0;
1850 } 1610 }
1856 return 0; 1616 return 0;
1857 } 1617 }
1858 1618
1859 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1621 if (!arrow)
1862 { 1622 {
1863 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);
1864 return 0; 1624 return 0;
1865 } 1625 }
1626
1866 arrow->set_owner (op); 1627 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1629 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1630
1873 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1874 { 1632 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1634 op->update_stats ();
1877 } 1635 }
1878 1636
1879 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1885 1643
1886 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1887 * 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.
1888 */ 1646 */
1889 1647
1891 1649
1892 /* update the speed */ 1650 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 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;
1895 1653
1896 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1900 1656
1901 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1902 { 1658 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1669 }
1914 1670
1915 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1917 1673
1918 if (bow->slaying != NULL) 1674 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1920 1676
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1679
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1927 1682
1928 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1684 move_arrow (arrow);
1930 1685
1931 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1957 } 1712 }
1958 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)
1959 { 1714 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1716 wcmod = -1;
1717
1962 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);
1963 } 1719 }
1964 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1965 { 1721 {
1966 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);
2036 1792
2037 if (item->arch) 1793 if (item->arch)
2038 { 1794 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2041 item->speed = 0; 1797 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1798 }
1799
2044 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1802 }
2047 } 1803 }
2048 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1805 drain_rod_charge (item);
2051 }
2052 } 1806 }
2053} 1807}
2054 1808
2055/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2056 */ 1810 */
2095 { 1849 {
2096 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2097 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.");
2098 return; 1852 return;
2099 } 1853 }
1854
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1856 return;
2102 case range_builder: 1857 case range_builder:
2103 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2104 return; 1859 return;
2105 default: 1860 default:
2199 * 0 otherwise 1954 * 0 otherwise
2200 */ 1955 */
2201static int 1956static int
2202player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2203{ 1958{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2208 */ 1962 */
2209 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2251 */ 2005 */
2252
2253void 2006void
2254move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2255{ 2008{
2256 object *tmp, *mon; 2009 object *tmp, *mon;
2257 sint16 nx, ny; 2010 sint16 nx, ny;
2259 maptile *m; 2012 maptile *m;
2260 2013
2261 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2263 2016
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2265 2018
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2274 */ 2027 */
2275 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))
2276 { 2029 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2031 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2280 if (!m) 2033 if (!m)
2281 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2282 } 2035 }
2283 else 2036 else
2284 m = op->map; 2037 m = op->map;
2285 2038
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2040 return;
2290 }
2291 2041
2292 mon = NULL; 2042 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2046 * on the space
2297 */ 2047 */
2298 while (tmp != NULL) 2048 while (tmp)
2299 { 2049 {
2300 if (tmp == op) 2050 if (tmp == op)
2301 { 2051 {
2302 tmp = tmp->above; 2052 tmp = tmp->above;
2303 continue; 2053 continue;
2313 mon = tmp; 2063 mon = tmp;
2314 2064
2315 tmp = tmp->above; 2065 tmp = tmp->above;
2316 } 2066 }
2317 2067
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2069 return; /* into a wall */
2320 2070
2321 if (mon->head != NULL) 2071 if (mon->head)
2322 mon = mon->head; 2072 mon = mon->head;
2323 2073
2324 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))
2325 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2326 return; 2076 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2099 {
2350 /* 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 */
2351 if (op->contr->braced) 2101 if (op->contr->braced)
2352 return; 2102 return;
2103
2353 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);
2354 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2107 make_visible (op);
2108
2357 return; 2109 return;
2358 } 2110 }
2359 2111
2360 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2115 * attack them either.
2364 */ 2116 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (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)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2120 (op->contr->peaceful
2369 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2370 && mon->contr-> 2122 && mon->contr->
2371 peaceful)) && 2123 peaceful)) &&
2372#else 2124#else
2373 op->contr->peaceful && 2125 op->contr->peaceful &&
2374#endif 2126#endif
2375 !on_battleground)) 2127 !on_battleground))
2376 { 2128 {
2377 if (!op->contr->braced) 2129 if (!op->contr->braced)
2378 { 2130 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2381 } 2133 }
2382 else 2134 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2136
2386 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2138 make_visible (op);
2388 } 2139 }
2389 2140
2390 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2401 * 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
2402 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2156 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2159 {
2410 2160
2411 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2169
2420 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 */
2421 } 2171 }
2422 2172
2423 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2424 2174
2425 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2178 * the wiz.
2430 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))
2431 { 2181 {
2432 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2433 2183
2434 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2437 } 2187 }
2188
2438 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2439 make_visible (op); 2190 make_visible (op);
2440 } 2191 }
2441 } /* if player should attack something */ 2192 } /* if player should attack something */
2442} 2193}
2444int 2195int
2445move_player (object *op, int dir) 2196move_player (object *op, int dir)
2446{ 2197{
2447 int pick; 2198 int pick;
2448 2199
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2201 return 0;
2451 2202
2452 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2454 { 2205 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2207 return 0;
2457 } 2208 }
2458 2209
2459 /* peterm: added following line */ 2210 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462 2213
2463 op->facing = dir; 2214 op->facing = dir;
2464 2215
2477 2228
2478 /* 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
2479 * server can handle repeat firing. 2230 * server can handle repeat firing.
2480 */ 2231 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2233 op->direction = dir;
2484 }
2485 else 2234 else
2486 {
2487 op->direction = 0; 2235 op->direction = 0;
2488 } 2236
2489 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2239 * for players.
2492 */ 2240 */
2493 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2545 2293
2546 /* 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
2547 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2296 * called, so we recheck it here.
2549 */ 2297 */
2550 HandleClient (op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2551 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2552 return 0; 2302 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2304 {
2556 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2306 op->speed_left--;
2558 2307
2559 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2562 */ 2311 */
2563 move_player (op, op->direction); 2312 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2313
2565 return 1; 2314 return op->speed_left > 0;
2566 else 2315 }
2567 return 0;
2568 } 2316 }
2317
2569 return 0; 2318 return 0;
2570} 2319}
2571 2320
2572int 2321int
2573save_life (object *op) 2322save_life (object *op)
2574{ 2323{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2325 return 0;
2579 2326
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2329 {
2583 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);
2584 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));
2585 2332
2593 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2594 2341
2595 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2596 op->stats.food = 999; 2343 op->stats.food = 999;
2597 2344
2598 fix_player (op); 2345 op->update_stats ();
2599 return 1; 2346 return 1;
2600 } 2347 }
2348
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2352 return 0;
2605} 2353}
2614{ 2362{
2615 object *next; 2363 object *next;
2616 2364
2617 while (op) 2365 while (op)
2618 { 2366 {
2619 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' */
2620 * we remove object 'op' 2368
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2370 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2630 } 2375 }
2631 else if (op->inv) 2376 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2633 op = next; 2379 op = next;
2634 } 2380 }
2635} 2381}
2636
2637 2382
2638/* 2383/*
2639 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2400 else
2656 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2404 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2660 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);
2661 else 2407 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2411 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2666 { 2413 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2416 strcat (buf2, buf);
2670 } 2417 }
2418
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2674 return buf2; 2423 return buf2;
2675} 2424}
2676
2677
2678 2425
2679void 2426void
2680do_some_living (object *op) 2427do_some_living (object *op)
2681{ 2428{
2682 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2691 const int max_grace = 1; 2438 const int max_grace = 1;
2692 2439
2693 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2694 { 2441 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 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)
2697 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2698 } 2445 }
2699 2446
2700 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2701 { 2448 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2453 else
2708 { 2454 {
2709 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2457 }
2458
2712 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2461 else
2715 { 2462 {
2716 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2465 }
2466
2719 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2469 else
2722 { 2470 {
2723 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2739 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2489 op->stats.food = last_food;
2742 } 2490 }
2743 } 2491 }
2492
2744 if (max_sp > 1) 2493 if (max_sp > 1)
2745 { 2494 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2496 if (over_sp > 0)
2748 { 2497 {
2749 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2750 { 2499 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2752 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))
2753 op->stats.sp--; 2503 op->stats.sp--;
2504
2754 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2756 } 2507 }
2757 op->last_sp = 0; 2508 op->last_sp = 0;
2758 } 2509 }
2759 else 2510 else
2760 {
2761 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);
2762 }
2763 } 2512 }
2764 else 2513 else
2765 {
2766 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);
2767 }
2768 } 2515 }
2769 2516
2770 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2773 { 2520 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2776 if (max_grace > 1) 2524 if (max_grace > 1)
2777 { 2525 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2527 if (over_grace > 0)
2780 { 2528 {
2808 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2558 op->stats.food = last_food;
2811 } 2559 }
2812 } 2560 }
2561
2813 if (max_hp > 1) 2562 if (max_hp > 1)
2814 { 2563 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2565 if (over_hp > 0)
2817 { 2566 {
2841 2590
2842 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2593 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2846 /* dms do not consume food */ 2596 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2598 op->stats.food--;
2849 } 2599 }
2850 }
2851 2600
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2602 {
2854 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2855 2604
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2606 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2614 break;
2866 } 2615 }
2867 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2868 flesh = tmp; 2617 flesh = tmp;
2869 } /* End if paid for object */ 2618 } /* End if paid for object */
2870 } /* end of for loop */ 2619 } /* end of for loop */
2620
2871 /* 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
2872 * eat flesh instead. 2622 * eat flesh instead.
2873 */ 2623 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2625 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2878 } 2628 }
2879 } /* end if player is starving */ 2629 }
2880 2630
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2883 2633
2884 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))
2885 kill_player (op); 2635 kill_player (op);
2636 }
2886} 2637}
2887
2888
2889 2638
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2642 * file.
2923 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!");
2924 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...");
2925 2674
2926 /* restore player */ 2675 /* restore player */
2927 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2678 {
2931 tmp->destroy (); 2679 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2681 }
2934 2682
2935 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2685 {
2939 tmp->destroy (); 2686 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2688 }
2942 2689
2944 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2693 op->stats.food = 999;
2947 2694
2948 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2697 {
2952 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2699 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2703 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2960 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2707 }
2963 2708
2964 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2711 op->contr->braced = 0;
2971 2716
2972 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2973 2718
2974 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2975 { 2720 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2985 } 2723 }
2986 else 2724 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
2996 } 2726
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2728
2999 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3000 x = op->x; 2730 x = op->x;
3001 y = op->y; 2731 y = op->y;
3002 map = op->map; 2732 map = op->map;
3003 2733
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2737 */
3011 2738
3012 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2741 * of death.
3015 */ 2742 */
3016#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3018 { 2745 {
3019 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2748 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2751 little bit harder. */
3025 /* GD */ 2752 /* GD */
3026 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2754 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2755 else
3032 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3033 num_stats_lose = 1; 2759 num_stats_lose = 1;
3034 } 2760
3035 lost_a_stat = 0; 2761 lost_a_stat = 0;
3036 2762
3037 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3038 { 2764 {
3039 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3040 2766
3041 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3042 { 2768 {
3043 /* 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
3044 * what he lost. 2770 * what he lost.
3045 */ 2771 */
3046 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 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);
3052 } 2790 }
3053 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3054 { 2793 {
3055 /* deplete a stat */ 2794 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3057 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3058 2797 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2798 {
3062 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3064 } 2801
3065 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 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)
3072 { 2808 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2809 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2811 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2812 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2813 else
3107 if (this_stat >= -50)
3108 { 2814 {
3109 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 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"); */
3114 } 2820 }
3115 } 2821 }
3116 } 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 }
3117 } 2841 }
2842 }
2843 }
3118 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2845 if (!lost_a_stat)
3120 { 2846 {
3121 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3124 2850
3125 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3126 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);
3127 else 2853 else
3128 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.");
3129 } 2855 }
3130#else 2856#else
3131 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.");
3132#endif 2858#endif
3133 2859
3134 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2861 * exp loss on the stone.
3136 */ 2862 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2865 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3142 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);
3143 tmp->msg = buf; 2869 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2872
3147 /**************************************/ 2873 /**************************************/
3148 /* */ 2874 /* */
3149 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3152 /* */ 2878 /* */
3153 /**************************************/ 2879 /**************************************/
3154 2880
3155 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2882 /* restore player */
3157 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3159 2885
3160 if (tmp) 2886 if (tmp)
3161 { 2887 {
3162 tmp->destroy (); 2888 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2890 }
3165 2891
3166 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2894 if (tmp)
3169 { 2895 {
3170 tmp->destroy (); 2896 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2898 }
3173 2899
3174 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3175 2901
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3179 op->stats.food = 900; 2905 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2909
3184 /* 2910 /*
3185 * 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
3186 * 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
3187 * in the map. 2913 * in the map.
3188 */ 2914 */
3189 2915
3190 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3192 2918
3193 /****************************************/ 2919 /****************************************/
3194 /* */ 2920 /* */
3195 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3197 /* */ 2923 /* */
3198 /****************************************/ 2924 /****************************************/
3199 2925
3200 enter_player_savebed (op); 2926 enter_player_savebed (op);
3201 2927
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2928 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2929
3208 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2933 * on the space that might harm the player.
3212 */ 2934 */
3213 will_kill_again = 0; 2935 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3217 2939
3218 if (will_kill_again) 2940 if (will_kill_again)
3219 { 2941 {
3220 object *force; 2942 object *force;
3221 int at; 2943 int at;
3222 2944
3223 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2947 force->speed = 0.1;
3226 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3227 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2952 force->resist[at] = 100;
3231 2953
3232 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3233 fix_player (op); 2955 op->update_stats ();
3234 2956
3235 } 2957 }
3236 2958
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2960}
3306
3307 2961
3308void 2962void
3309loot_object (object *op) 2963loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3312 2966
3313 if (op->container) 2967 if (op->container)
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3316 }
3317 2969
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3319 { 2971 {
3320 next = tmp->below; 2972 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3322 continue; 2975 continue;
2976
3323 tmp->remove (); 2977 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3325 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2980 { /* empty container to ground */
3327 loot_object (tmp); 2981 loot_object (tmp);
3349 */ 3003 */
3350 3004
3351void 3005void
3352fix_weight (void) 3006fix_weight (void)
3353{ 3007{
3354 player *pl; 3008 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 3009 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 3011
3360 if (old == sum) 3012 if (old == sum)
3361 continue; 3013 continue;
3362 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3363 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);
3364 } 3016 }
3365} 3017}
3366 3018
3367void 3019void
3368fix_luck (void) 3020fix_luck (void)
3369{ 3021{
3370 player *pl; 3022 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3375} 3025}
3376
3377 3026
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3381 */ 3030 */
3382
3383void 3031void
3384cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3385{ 3033{
3386 object *skop, *spob; 3034 object *skop, *spob;
3387 3035
3432 object *tmp = NULL; 3080 object *tmp = NULL;
3433 3081
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3083 return 1;
3436 3084
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3085 return 0;
3443} 3086}
3444 3087
3445/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3502 3145
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3147
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3509 { 3151 {
3510 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!");
3511 make_visible (op); 3153 make_visible (op);
3512 return; 3154 return;
3513 } 3155 }
3514 else 3156 else
3515 num += 20; 3157 num += 20;
3516 } 3158
3517 num += op->map->difficulty; 3159 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3161 num -= hide;
3162
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3164 {
3522 make_visible (op); 3165 make_visible (op);
3523 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3524 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!");
3525 } 3168 }
3526 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3171}
3531 3172
3532/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3533 3174
3534int 3175int
3561 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3562 continue; 3203 continue;
3563 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)))
3564 continue; 3205 continue;
3565 3206
3566 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)
3567 { 3208 {
3568 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))
3569 return 1; 3210 return 1;
3570 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3571 { 3212 {
3601 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3602 { 3243 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3245 return -1;
3605 } 3246 }
3247
3606 if (!pl || !op) 3248 if (!pl || !op)
3607 return 0; 3249 return 0;
3608 3250
3609 if (op->head)
3610 {
3611 op = op->head; 3251 op = op->head_ ();
3612 } 3252
3613 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3614 3254
3615 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3256 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3625 3265
3626 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3268 * for any meaningful values.
3629 */ 3269 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3273 return 1;
3634 op = op->more; 3274 op = op->more;
3635 } 3275 }
3636 return 0; 3276 return 0;
3637} 3277}
3747 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3748 return; 3388 return;
3749 3389
3750 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++);
3751 3391
3752 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3753 { 3393 {
3754 /* 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]); */
3755 return; 3395 return;
3756 } 3396 }
3757 3397
3823 { 3463 {
3824 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3465 object *skin;
3826 3466
3827 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 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
3829 if (skin == NULL) 3472 if (!skin)
3830 return; 3473 return;
3831 3474
3832 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3477 {
3879 * not readied. 3522 * not readied.
3880 */ 3523 */
3881void 3524void
3882player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3883{ 3526{
3884 rangetype i;
3885
3886 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))
3887 {
3888 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3889 { 3529 {
3890 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3891 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3894 }
3895 } 3533 }
3896 }
3897} 3534}

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