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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 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);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 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);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179} 151}
180 152
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287}
288
289/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
290static void 154static void
291set_first_map (object *op) 155set_first_map (object *op)
292{ 156{
293 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
294 op->x = -1; 158 op->x = -1;
295 op->y = -1; 159 op->y = -1;
296 enter_exit (op, NULL);
297} 160}
298 161
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
299/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 365 * mode.
302 */ 366 */
303 367player *
304int 368player::create ()
305add_player (client *ns)
306{ 369{
307 player *p = new player; 370 player *pl = new player;
308 371
309 p->socket = ns; 372 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob); 373 set_first_map (pl->ob);
318 374
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 375 return pl;
327} 376}
328 377
329/* 378/*
330 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
340 { 389 {
341 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
342 at = first_archetype; 391 at = first_archetype;
343 else 392 else
344 at = at->next; 393 at = at->next;
394
345 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
346 return at; 396 return at;
397
347 if (at == start) 398 if (at == start)
348 { 399 {
349 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 401 exit (-1);
351 } 402 }
352 } 403 }
353} 404}
354 405
355
356object * 406object *
357get_nearest_player (object *mon) 407get_nearest_player (object *mon)
358{ 408{
359 object *op = NULL; 409 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 410 objectlink *ol;
362 unsigned lastdist; 411 unsigned lastdist;
363 rv_vector rv; 412 rv_vector rv;
364 413
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 415 {
367 /* 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
368 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 423 object *tmp = ol->ob;
375 424
376 /* 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
377 * itself will have been cleared. 426 * itself will have been cleared.
378 */ 427 */
379 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 ());
380 ol = ol->next; 430 ol = ol->next;
381 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
382 if (!ol) 432 if (!ol)
383 return op; 433 return op;
384 } 434 }
397 { 447 {
398 op = ol->ob; 448 op = ol->ob;
399 lastdist = rv.distance; 449 lastdist = rv.distance;
400 } 450 }
401 } 451 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 452
403 { 453 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
408 { 456 {
409 op = pl->ob; 457 op = pl->ob;
410 lastdist = rv.distance; 458 lastdist = rv.distance;
411 } 459 }
412 } 460
413 }
414#if 0 461#if 0
415 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)");
416#endif 463#endif
417 return op; 464 return op;
418} 465}
436 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 485 * is probably not a good thing.
439 */ 486 */
440#define MAX_SPACES 50 487#define MAX_SPACES 50
441
442 488
443/* 489/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
685 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
686 link_player_skills (pl); 732 link_player_skills (pl);
687} 733}
688 734
689void 735void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
774{ 737{
775 if (party == NULL) 738 if (party == NULL)
776 { 739 {
777 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);
778 return; 741 return;
779 } 742 }
743
780 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
783 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:");
784} 748}
785
786 749
787/* 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. */
788int 751static int
789roll_stat (void) 752roll_stat (void)
790{ 753{
791 int a[4], i, j, k; 754 int a[4], i, j, k;
792 755
793 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 760 if (a[i] < k)
798 k = a[i], j = i; 761 k = a[i], j = i;
799 762
800 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 764 if (i != j)
803 k += a[i]; 765 k += a[i];
804 } 766
805 return k; 767 return k;
806} 768}
807 769
808void 770void
809roll_stats (object *op) 771object::roll_stats ()
810{ 772{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 773 int statsort [7];
814 774
815 do 775 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 776 {
826 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
827 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
828 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 787
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
861 795
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 796 stats.exp = 0;
873 op->stats.ac = 0; 797 stats.ac = 0;
874 798
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
884} 811}
885 812
886void 813void
887Roll_Again (object *op) 814object::swap_stats (int a, int b)
888{ 815{
889 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[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);
892}
893 819
894void 820 stats.Str = contr->orig_stats.Str;
895Swap_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)
896{ 852{
897 signed char tmp;
898 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
899 854
900 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 859}
1015 860
1016/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1020 * not the class. 865 * not the class.
1021 */ 866 */
1022
1023int 867int
1024key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1025{ 869{
1026 int tmp_loop; 870 int tmp_loop;
1027 871
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1035 { 873 {
1036 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1037 875
1038 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, op, 0, 0, 0);
1044 882
1045 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1047 885
1048 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1049 887
1050 if (op->msg) 888 if (op->msg)
1051 op->msg = NULL; 889 op->msg = NULL;
1052 890
1053 /* 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
1054 * to save here. 892 * to save here.
1055 */ 893 */
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057 make_path_to_file (buf); 895 make_path_to_file (buf);
1058 896
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 897 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 900 link_player_skills (op);
1066 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1067 fix_player (op); 902 op->update_stats ();
1068 903
1069 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1070 * is one for this race 905 * is one for this race
1071 */ 906 */
1072 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1073 { 908 {
1074 object *tmp; 909 object *tmp;
1075 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1076 911
1077 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);
1078 tmp = object::create (); 913 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1082 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;
1083 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1084 * default initial map */ 919 * default initial map */
1085 tmp->destroy (); 920 tmp->destroy ();
1086 } 921 }
1087 else 922 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 924
1091 return 0; 925 return 0;
1092 } 926 }
1093 927
1094 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1099 while (!tmp_loop) 933 while (!tmp_loop)
1100 { 934 {
1101 shstr name = op->name; 935 shstr name = op->name;
1102 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1103 937
1104 remove_statbonus (op); 938 op->remove_statbonus ();
1105 op->remove (); 939 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1108 op->instantiate (); 942 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1111 op->x = x; 945 op->x = x;
1112 op->y = y; 946 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 950 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1118 } 952 }
1119 953
1120 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 956 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 959 op->stats.grace = 0;
1126 960
1127 if (op->msg) 961 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 963
1130 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");
1131 return 0; 965 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 966}
1182 967
1183void 968void
1184flee_player (object *op) 969flee_player (object *op)
1185{ 970{
1215 { 1000 {
1216 op->enemy = NULL; 1001 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1003 return;
1219 } 1004 }
1005
1220 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1221 1007
1222 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1224 { 1010 {
1225 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1226 1012
1227 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)))
1228 {
1229 return; 1014 return;
1230 }
1231 } 1015 }
1016
1232 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1019 op->enemy = NULL;
1235} 1020}
1236 1021
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1109 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1114 }
1115
1358 /* philosophy: 1116 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1121 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1550 if (!dir)
1793 { 1551 {
1794 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!");
1795 return 0; 1553 return 0;
1796 } 1554 }
1555
1797 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1799 else 1558 else
1800 { 1559 {
1801 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1809 { 1568 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1570 return 0;
1812 } 1571 }
1813 } 1572 }
1573
1814 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1815 { 1575 {
1816 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);
1817 return 0; 1577 return 0;
1818 } 1578 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1581
1822 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1825 if (bowspeed < 1) 1586 if (bowspeed < 1)
1826 bowspeed = 1; 1587 bowspeed = 1;
1827 1588
1828 if (arrow == NULL) 1589 if (arrow == NULL)
1829 { 1590 {
1835 else 1596 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1598 return 0;
1838 } 1599 }
1839 } 1600 }
1601
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1604 return 0;
1844 } 1605
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1607 {
1847 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.");
1848 return 0; 1609 return 0;
1849 } 1610 }
1855 return 0; 1616 return 0;
1856 } 1617 }
1857 1618
1858 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1621 if (!arrow)
1861 { 1622 {
1862 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);
1863 return 0; 1624 return 0;
1864 } 1625 }
1626
1865 arrow->set_owner (op); 1627 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1629 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1630
1872 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1873 { 1632 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1634 op->update_stats ();
1876 } 1635 }
1877 1636
1878 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1890 1649
1891 /* update the speed */ 1650 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 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;
1894 1653
1895 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1899 1656
1900 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1901 { 1658 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1669 }
1913 1670
1914 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1916 1673
1917 if (bow->slaying != NULL) 1674 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1919 1676
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1679
1924 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);
1925 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1926 1682
1927 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1684 move_arrow (arrow);
1929 1685
1930 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1956 } 1712 }
1957 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)
1958 { 1714 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1716 wcmod = -1;
1717
1961 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);
1962 } 1719 }
1963 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1964 { 1721 {
1965 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);
2035 1792
2036 if (item->arch) 1793 if (item->arch)
2037 { 1794 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2040 item->speed = 0; 1797 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1798 }
1799
2043 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1802 }
2046 } 1803 }
2047 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1805 drain_rod_charge (item);
2050 }
2051 } 1806 }
2052} 1807}
2053 1808
2054/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2055 */ 1810 */
2094 { 1849 {
2095 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2096 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.");
2097 return; 1852 return;
2098 } 1853 }
1854
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return; 1856 return;
2101 case range_builder: 1857 case range_builder:
2102 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2103 return; 1859 return;
2104 default: 1860 default:
2198 * 0 otherwise 1954 * 0 otherwise
2199 */ 1955 */
2200static int 1956static int
2201player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2202{ 1958{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2207 */ 1962 */
2208 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2250 */ 2005 */
2251
2252void 2006void
2253move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2254{ 2008{
2255 object *tmp, *mon; 2009 object *tmp, *mon;
2256 sint16 nx, ny; 2010 sint16 nx, ny;
2258 maptile *m; 2012 maptile *m;
2259 2013
2260 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2262 2016
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2264 2018
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2273 */ 2027 */
2274 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))
2275 { 2029 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2031 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2279 if (!m) 2033 if (!m)
2280 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2281 } 2035 }
2282 else 2036 else
2283 m = op->map; 2037 m = op->map;
2284 2038
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2040 return;
2289 }
2290 2041
2291 mon = NULL; 2042 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2046 * on the space
2296 */ 2047 */
2297 while (tmp != NULL) 2048 while (tmp)
2298 { 2049 {
2299 if (tmp == op) 2050 if (tmp == op)
2300 { 2051 {
2301 tmp = tmp->above; 2052 tmp = tmp->above;
2302 continue; 2053 continue;
2312 mon = tmp; 2063 mon = tmp;
2313 2064
2314 tmp = tmp->above; 2065 tmp = tmp->above;
2315 } 2066 }
2316 2067
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2069 return; /* into a wall */
2319 2070
2320 if (mon->head != NULL) 2071 if (mon->head)
2321 mon = mon->head; 2072 mon = mon->head;
2322 2073
2323 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))
2324 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2325 return; 2076 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2099 {
2349 /* 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 */
2350 if (op->contr->braced) 2101 if (op->contr->braced)
2351 return; 2102 return;
2103
2352 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);
2353 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2107 make_visible (op);
2108
2356 return; 2109 return;
2357 } 2110 }
2358 2111
2359 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2115 * attack them either.
2363 */ 2116 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (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)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2120 (op->contr->peaceful
2368 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2369 && mon->contr-> 2122 && mon->contr->
2370 peaceful)) && 2123 peaceful)) &&
2371#else 2124#else
2372 op->contr->peaceful && 2125 op->contr->peaceful &&
2373#endif 2126#endif
2374 !on_battleground)) 2127 !on_battleground))
2375 { 2128 {
2376 if (!op->contr->braced) 2129 if (!op->contr->braced)
2377 { 2130 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2380 } 2133 }
2381 else 2134 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2136
2385 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2138 make_visible (op);
2387 } 2139 }
2388 2140
2389 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2400 * 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
2401 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2156 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2159 {
2409 2160
2410 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2169
2419 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 */
2420 } 2171 }
2421 2172
2422 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2423 2174
2424 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2178 * the wiz.
2429 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))
2430 { 2181 {
2431 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2432 2183
2433 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2436 } 2187 }
2188
2437 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2438 make_visible (op); 2190 make_visible (op);
2439 } 2191 }
2440 } /* if player should attack something */ 2192 } /* if player should attack something */
2441} 2193}
2443int 2195int
2444move_player (object *op, int dir) 2196move_player (object *op, int dir)
2445{ 2197{
2446 int pick; 2198 int pick;
2447 2199
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2201 return 0;
2450 2202
2451 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2453 { 2205 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2207 return 0;
2456 } 2208 }
2457 2209
2458 /* peterm: added following line */ 2210 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461 2213
2462 op->facing = dir; 2214 op->facing = dir;
2463 2215
2476 2228
2477 /* 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
2478 * server can handle repeat firing. 2230 * server can handle repeat firing.
2479 */ 2231 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2233 op->direction = dir;
2483 }
2484 else 2234 else
2485 {
2486 op->direction = 0; 2235 op->direction = 0;
2487 } 2236
2488 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2239 * for players.
2491 */ 2240 */
2492 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2544 2293
2545 /* 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
2546 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2296 * called, so we recheck it here.
2548 */ 2297 */
2549 op->contr->socket->handle_command (); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2550 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2551 return 0; 2302 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2304 {
2555 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2306 op->speed_left--;
2557 2307
2558 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2559 * 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
2560 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2561 */ 2311 */
2562 move_player (op, op->direction); 2312 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2313
2564 return 1; 2314 return op->speed_left > 0;
2565 else 2315 }
2566 return 0;
2567 } 2316 }
2568 2317
2569 return 0; 2318 return 0;
2570} 2319}
2571 2320
2591 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2592 2341
2593 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2594 op->stats.food = 999; 2343 op->stats.food = 999;
2595 2344
2596 fix_player (op); 2345 op->update_stats ();
2597 return 1; 2346 return 1;
2598 } 2347 }
2599 2348
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2362{
2614 object *next; 2363 object *next;
2615 2364
2616 while (op) 2365 while (op)
2617 { 2366 {
2618 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' */
2619 * we remove object 'op' 2368
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2370 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2629 } 2375 }
2630 else if (op->inv) 2376 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2632 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
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2421 strcat (buf2, buf);
2677 2422
2678 return buf2; 2423 return buf2;
2679} 2424}
2680
2681
2682 2425
2683void 2426void
2684do_some_living (object *op) 2427do_some_living (object *op)
2685{ 2428{
2686 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2695 const int max_grace = 1; 2438 const int max_grace = 1;
2696 2439
2697 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2698 { 2441 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 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)
2701 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2445 }
2703 2446
2704 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2705 { 2448 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2453 else
2712 { 2454 {
2713 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2457 }
2458
2716 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2461 else
2719 { 2462 {
2720 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2465 }
2466
2723 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2469 else
2726 { 2470 {
2727 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2744 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))
2745 op->stats.food = last_food; 2489 op->stats.food = last_food;
2746 } 2490 }
2747 } 2491 }
2492
2748 if (max_sp > 1) 2493 if (max_sp > 1)
2749 { 2494 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2496 if (over_sp > 0)
2752 { 2497 {
2753 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2754 { 2499 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2756 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))
2757 op->stats.sp--; 2503 op->stats.sp--;
2504
2758 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2760 } 2507 }
2761 op->last_sp = 0; 2508 op->last_sp = 0;
2762 } 2509 }
2763 else 2510 else
2764 {
2765 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);
2766 }
2767 } 2512 }
2768 else 2513 else
2769 {
2770 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);
2771 }
2772 } 2515 }
2773 2516
2774 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2777 { 2520 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2780 if (max_grace > 1) 2524 if (max_grace > 1)
2781 { 2525 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2527 if (over_grace > 0)
2784 { 2528 {
2812 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2558 op->stats.food = last_food;
2815 } 2559 }
2816 } 2560 }
2561
2817 if (max_hp > 1) 2562 if (max_hp > 1)
2818 { 2563 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2565 if (over_hp > 0)
2821 { 2566 {
2845 2590
2846 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2593 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2850 /* dms do not consume food */ 2596 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2598 op->stats.food--;
2853 } 2599 }
2854 }
2855 2600
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2602 {
2858 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2859 2604
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2606 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2614 break;
2870 } 2615 }
2871 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2872 flesh = tmp; 2617 flesh = tmp;
2873 } /* End if paid for object */ 2618 } /* End if paid for object */
2874 } /* end of for loop */ 2619 } /* end of for loop */
2620
2875 /* 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
2876 * eat flesh instead. 2622 * eat flesh instead.
2877 */ 2623 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2625 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2882 } 2628 }
2883 } /* end if player is starving */ 2629 }
2884 2630
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2887 2633
2888 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))
2889 kill_player (op); 2635 kill_player (op);
2636 }
2890} 2637}
2891
2892
2893 2638
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2642 * file.
2927 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!");
2928 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...");
2929 2674
2930 /* restore player */ 2675 /* restore player */
2931 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2678 {
2935 tmp->destroy (); 2679 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2681 }
2938 2682
2939 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2685 {
2943 tmp->destroy (); 2686 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2688 }
2946 2689
2948 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2693 op->stats.food = 999;
2951 2694
2952 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2697 {
2956 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2699 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2703 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2707 }
2967 2708
2968 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2711 op->contr->braced = 0;
2975 2716
2976 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2977 2718
2978 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2979 { 2720 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2989 } 2723 }
2990 else 2724 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3000 } 2726
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2728
3003 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3004 x = op->x; 2730 x = op->x;
3005 y = op->y; 2731 y = op->y;
3006 map = op->map; 2732 map = op->map;
3007 2733
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2737 */
3015 2738
3016 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2741 * of death.
3019 */ 2742 */
3020#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3022 { 2745 {
3023 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2748 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2751 little bit harder. */
3029 /* GD */ 2752 /* GD */
3030 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2754 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2755 else
3036 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3037 num_stats_lose = 1; 2759 num_stats_lose = 1;
3038 } 2760
3039 lost_a_stat = 0; 2761 lost_a_stat = 0;
3040 2762
3041 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3042 { 2764 {
3043 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3044 2766
3045 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3046 { 2768 {
3047 /* 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
3048 * what he lost. 2770 * what he lost.
3049 */ 2771 */
3050 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 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);
3056 } 2790 }
3057 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3058 { 2793 {
3059 /* deplete a stat */ 2794 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3061 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3062 2797 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2798 {
3066 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3068 } 2801
3069 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2808 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2809 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2811 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2812 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2813 else
3111 if (this_stat >= -50)
3112 { 2814 {
3113 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2820 }
3119 } 2821 }
3120 } 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 }
3121 } 2841 }
2842 }
2843 }
3122 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2845 if (!lost_a_stat)
3124 { 2846 {
3125 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3128 2850
3129 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2853 else
3132 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.");
3133 } 2855 }
3134#else 2856#else
3135 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.");
3136#endif 2858#endif
3137 2859
3138 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2861 * exp loss on the stone.
3140 */ 2862 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2865 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2869 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2872
3151 /**************************************/ 2873 /**************************************/
3152 /* */ 2874 /* */
3153 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3156 /* */ 2878 /* */
3157 /**************************************/ 2879 /**************************************/
3158 2880
3159 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2882 /* restore player */
3161 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3163 2885
3164 if (tmp) 2886 if (tmp)
3165 { 2887 {
3166 tmp->destroy (); 2888 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2890 }
3169 2891
3170 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2894 if (tmp)
3173 { 2895 {
3174 tmp->destroy (); 2896 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2898 }
3177 2899
3178 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3179 2901
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3183 op->stats.food = 900; 2905 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2909
3188 /* 2910 /*
3189 * 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
3190 * 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
3191 * in the map. 2913 * in the map.
3192 */ 2914 */
3193 2915
3194 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3196 2918
3197 /****************************************/ 2919 /****************************************/
3198 /* */ 2920 /* */
3199 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3201 /* */ 2923 /* */
3202 /****************************************/ 2924 /****************************************/
3203 2925
3204 enter_player_savebed (op); 2926 enter_player_savebed (op);
3205 2927
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2928 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2929
3212 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2933 * on the space that might harm the player.
3216 */ 2934 */
3217 will_kill_again = 0; 2935 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3221 2939
3222 if (will_kill_again) 2940 if (will_kill_again)
3223 { 2941 {
3224 object *force; 2942 object *force;
3225 int at; 2943 int at;
3226 2944
3227 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2947 force->speed = 0.1;
3230 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2952 force->resist[at] = 100;
3235 2953
3236 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3237 fix_player (op); 2955 op->update_stats ();
3238 2956
3239 } 2957 }
3240 2958
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2960}
3310
3311 2961
3312void 2962void
3313loot_object (object *op) 2963loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3316 2966
3317 if (op->container) 2967 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 2969
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3323 { 2971 {
3324 next = tmp->below; 2972 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3326 continue; 2975 continue;
2976
3327 tmp->remove (); 2977 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2980 { /* empty container to ground */
3331 loot_object (tmp); 2981 loot_object (tmp);
3353 */ 3003 */
3354 3004
3355void 3005void
3356fix_weight (void) 3006fix_weight (void)
3357{ 3007{
3358 player *pl; 3008 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3009 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3011
3364 if (old == sum) 3012 if (old == sum)
3365 continue; 3013 continue;
3366 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3367 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);
3368 } 3016 }
3369} 3017}
3370 3018
3371void 3019void
3372fix_luck (void) 3020fix_luck (void)
3373{ 3021{
3374 player *pl; 3022 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3379} 3025}
3380
3381 3026
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3385 */ 3030 */
3386
3387void 3031void
3388cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3389{ 3033{
3390 object *skop, *spob; 3034 object *skop, *spob;
3391 3035
3436 object *tmp = NULL; 3080 object *tmp = NULL;
3437 3081
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3083 return 1;
3440 3084
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3085 return 0;
3447} 3086}
3448 3087
3449/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3506 3145
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3147
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3513 { 3151 {
3514 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!");
3515 make_visible (op); 3153 make_visible (op);
3516 return; 3154 return;
3517 } 3155 }
3518 else 3156 else
3519 num += 20; 3157 num += 20;
3520 } 3158
3521 num += op->map->difficulty; 3159 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3161 num -= hide;
3162
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3164 {
3526 make_visible (op); 3165 make_visible (op);
3527 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3528 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!");
3529 } 3168 }
3530 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3171}
3535 3172
3536/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3537 3174
3538int 3175int
3565 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3566 continue; 3203 continue;
3567 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)))
3568 continue; 3205 continue;
3569 3206
3570 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)
3571 { 3208 {
3572 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))
3573 return 1; 3210 return 1;
3574 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3575 { 3212 {
3605 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3606 { 3243 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3245 return -1;
3609 } 3246 }
3247
3610 if (!pl || !op) 3248 if (!pl || !op)
3611 return 0; 3249 return 0;
3612 3250
3613 if (op->head)
3614 {
3615 op = op->head; 3251 op = op->head_ ();
3616 } 3252
3617 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3618 3254
3619 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3256 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3629 3265
3630 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3268 * for any meaningful values.
3633 */ 3269 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3273 return 1;
3638 op = op->more; 3274 op = op->more;
3639 } 3275 }
3640 return 0; 3276 return 0;
3641} 3277}
3751 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3752 return; 3388 return;
3753 3389
3754 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++);
3755 3391
3756 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3757 { 3393 {
3758 /* 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]); */
3759 return; 3395 return;
3760 } 3396 }
3761 3397
3827 { 3463 {
3828 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3465 object *skin;
3830 3466
3831 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3472 if (!skin)
3834 return; 3473 return;
3835 3474
3836 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3477 {
3883 * not readied. 3522 * not readied.
3884 */ 3523 */
3885void 3524void
3886player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3887{ 3526{
3888 rangetype i;
3889
3890 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))
3891 {
3892 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3893 { 3529 {
3894 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3895 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3898 }
3899 } 3533 }
3900 }
3901} 3534}

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