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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
219
220 ns->update_look = 0;
221 ns->look_position = 0;
222
223 clear_los (ob);
224
225 ns->reset_stats ();
226
227 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250
251 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob))
253 {
254 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force)
262 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force)
264 skin = tmp;
265
266 set_dragon_name (ob, abil, skin);
267 }
268
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270
271 esrv_new_player (this, ob->weight + ob->carrying);
272
273 ob->update_stats ();
274 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
306}
307
308// the need for this function can be explained
309// by load_object not returning the object
310void
311player::set_object (object *op)
312{
313 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */
315
316 ob->speed_left = 0.5;
317 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 16; /* Every 2 seconds */
331 outputs_count = 8; /* Keeps present behaviour */
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal;
339 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers;
342 peaceful = 1; /* default peaceful */
343 do_los = 1;
344}
345
346void
347player::do_destroy ()
348{
349 disconnect ();
350
351 attachable::do_destroy ();
352
353 if (ob)
354 {
355 ob->destroy_inv (false);
356 ob->destroy ();
357 }
358}
359
360player::~player ()
361{
362 /* Clear item stack */
363 free (stack_items);
364}
365
319/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
321 * mode. 368 * mode.
322 */ 369 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 370player *
371player::create ()
372{
373 player *pl = new player;
328 374
329 p = get_player (NULL); 375 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 376 set_first_map (pl->ob);
343 377
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 378 return pl;
352} 379}
353 380
354/* 381/*
355 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
365 { 392 {
366 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
367 at = first_archetype; 394 at = first_archetype;
368 else 395 else
369 at = at->next; 396 at = at->next;
397
370 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
371 return at; 399 return at;
400
372 if (at == start) 401 if (at == start)
373 { 402 {
374 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 404 exit (-1);
376 } 405 }
377 } 406 }
378} 407}
379 408
380
381object * 409object *
382get_nearest_player (object *mon) 410get_nearest_player (object *mon)
383{ 411{
384 object *op = NULL; 412 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 413 objectlink *ol;
387 unsigned lastdist; 414 unsigned lastdist;
388 rv_vector rv; 415 rv_vector rv;
389 416
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 418 {
392 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 426 object *tmp = ol->ob;
400 427
401 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 429 * itself will have been cleared.
403 */ 430 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
405 ol = ol->next; 433 ol = ol->next;
406 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
407 if (!ol) 435 if (!ol)
408 return op; 436 return op;
409 } 437 }
422 { 450 {
423 op = ol->ob; 451 op = ol->ob;
424 lastdist = rv.distance; 452 lastdist = rv.distance;
425 } 453 }
426 } 454 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 455
428 { 456 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
433 { 459 {
434 op = pl->ob; 460 op = pl->ob;
435 lastdist = rv.distance; 461 lastdist = rv.distance;
436 } 462 }
437 } 463
438 }
439#if 0 464#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 466#endif
442 return op; 467 return op;
443} 468}
461 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 488 * is probably not a good thing.
464 */ 489 */
465#define MAX_SPACES 50 490#define MAX_SPACES 50
466
467 491
468/* 492/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
710 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
711 link_player_skills (pl); 735 link_player_skills (pl);
712} 736}
713 737
714void 738void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
799{ 740{
800 if (party == NULL) 741 if (party == NULL)
801 { 742 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 744 return;
804 } 745 }
746
805 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 751}
810
811 752
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 754static int
814roll_stat (void) 755roll_stat (void)
815{ 756{
816 int a[4], i, j, k; 757 int a[4], i, j, k;
817 758
818 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
821 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 763 if (a[i] < k)
823 k = a[i], j = i; 764 k = a[i], j = i;
824 765
825 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 767 if (i != j)
828 k += a[i]; 768 k += a[i];
829 } 769
830 return k; 770 return k;
831} 771}
832 772
833void 773void
834roll_stats (object *op) 774object::roll_stats ()
835{ 775{
836 int sum = 0;
837 int i = 0, j = 0;
838 int statsort[7]; 776 int statsort [7];
839 777
840 do 778 for (;;)
841 {
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 } 779 {
851 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
852 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
853 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 790
862 /* a quick and dirty bubblesort? */
863 do
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878
879 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
880 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
881 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
882 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
883 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
886 798
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 799 stats.exp = 0;
898 op->stats.ac = 0; 800 stats.ac = 0;
899 801
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
908 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
909} 814}
910 815
911void 816void
912Roll_Again (object *op) 817object::swap_stats (int a, int b)
913{ 818{
914 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
917}
918 822
919void 823 stats.Str = contr->orig_stats.Str;
920Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
921{ 855{
922 signed char tmp;
923 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
924 857
925 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 862}
1040 863
1041/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1045 * not the class. 868 * not the class.
1046 */ 869 */
1047
1048int 870int
1049key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1050{ 872{
1051 int tmp_loop; 873 int tmp_loop;
1052 874
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1060 { 876 {
1061 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1062 878
1063 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1066 885
1067 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1069 888
1070 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1071 890
1072 if (op->msg) 891 if (op->msg)
1073 op->msg = NULL; 892 op->msg = NULL;
1074 893
1075 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1076 * to save here. 895 * to save here.
1077 */ 896 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf); 898 make_path_to_file (buf);
1080 899
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 900 start_info (op);
1085 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1087 link_player_skills (op); 903 link_player_skills (op);
1088 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1089 fix_player (op); 905 op->update_stats ();
1090 906
1091 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1092 * is one for this race 908 * is one for this race
1093 */ 909 */
1094 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1095 { 911 {
1096 object *tmp; 912 object *tmp;
1097 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1098 914
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1100 tmp = object::create (); 916 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1106 * default initial map */ 922 * default initial map */
1107 tmp->destroy (); 923 tmp->destroy ();
1108 } 924 }
1109 else 925 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 927
1113 return 0; 928 return 0;
1114 } 929 }
1115 930
1116 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1121 while (!tmp_loop) 936 while (!tmp_loop)
1122 { 937 {
1123 shstr name = op->name; 938 shstr name = op->name;
1124 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1125 940
1126 remove_statbonus (op); 941 op->remove_statbonus ();
1127 op->remove (); 942 op->remove ();
1128 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1129 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1130 op->instantiate (); 945 op->instantiate ();
1131 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1133 op->x = x; 948 op->x = x;
1134 op->y = y; 949 op->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1137 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1138 add_statbonus (op); 953 op->add_statbonus ();
1139 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1140 } 955 }
1141 956
1142 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1144 fix_player (op); 959 op->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1147 op->stats.grace = 0; 962 op->stats.grace = 0;
1148 963
1149 if (op->msg) 964 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151 966
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0; 968 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 969}
1204 970
1205void 971void
1206flee_player (object *op) 972flee_player (object *op)
1207{ 973{
1237 { 1003 {
1238 op->enemy = NULL; 1004 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1006 return;
1241 } 1007 }
1008
1242 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1243 1010
1244 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1246 { 1013 {
1247 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1248 1015
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1017 return;
1252 }
1253 } 1018 }
1019
1254 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1022 op->enemy = NULL;
1257} 1023}
1258 1024
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1112 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1117 }
1118
1380 /* philosophy: 1119 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1124 * example.
1386 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1814 if (!dir) 1553 if (!dir)
1815 { 1554 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1556 return 0;
1818 } 1557 }
1558
1819 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1820 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1821 else 1561 else
1822 { 1562 {
1823 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1831 { 1571 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1573 return 0;
1834 } 1574 }
1835 } 1575 }
1576
1836 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1837 { 1578 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1580 return 0;
1840 } 1581 }
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 1584
1844 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1847 if (bowspeed < 1) 1589 if (bowspeed < 1)
1848 bowspeed = 1; 1590 bowspeed = 1;
1849 1591
1850 if (arrow == NULL) 1592 if (arrow == NULL)
1851 { 1593 {
1857 else 1599 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1859 return 0; 1601 return 0;
1860 } 1602 }
1861 } 1603 }
1604
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1607 return 0;
1866 } 1608
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1610 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1612 return 0;
1871 } 1613 }
1877 return 0; 1619 return 0;
1878 } 1620 }
1879 1621
1880 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1624 if (!arrow)
1883 { 1625 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1627 return 0;
1886 } 1628 }
1629
1887 arrow->set_owner (op); 1630 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1632 arrow->direction = dir;
1891 arrow->x = sx;
1892 arrow->y = sy;
1893 1633
1894 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1895 { 1635 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op); 1637 op->update_stats ();
1898 } 1638 }
1899 1639
1900 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1906 1646
1907 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1909 */ 1649 */
1910 1650
1912 1652
1913 /* update the speed */ 1653 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916 1656
1917 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1921 1659
1922 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1923 { 1661 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1934 } 1672 }
1935 1673
1936 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1937 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1938 1676
1939 if (bow->slaying != NULL) 1677 if (bow->slaying)
1940 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1941 1679
1942 arrow->map = m;
1943 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1682
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1948 1685
1949 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1687 move_arrow (arrow);
1951 1688
1952 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1978 } 1715 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1717 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1719 wcmod = -1;
1720
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1722 }
1985 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1986 { 1724 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2057 1795
2058 if (item->arch) 1796 if (item->arch)
2059 { 1797 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2062 item->speed = 0; 1800 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1801 }
1802
2065 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1805 }
2068 } 1806 }
2069 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1808 drain_rod_charge (item);
2072 }
2073 } 1809 }
2074} 1810}
2075 1811
2076/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2077 */ 1813 */
2116 { 1852 {
2117 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return; 1855 return;
2120 } 1856 }
1857
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return; 1859 return;
2123 case range_builder: 1860 case range_builder:
2124 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2125 return; 1862 return;
2126 default: 1863 default:
2220 * 0 otherwise 1957 * 0 otherwise
2221 */ 1958 */
2222static int 1959static int
2223player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2224{ 1961{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a use a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2229 */ 1965 */
2230 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2268 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2272 */ 2008 */
2273
2274void 2009void
2275move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2276{ 2011{
2277 object *tmp, *mon; 2012 object *tmp, *mon;
2278 sint16 nx, ny; 2013 sint16 nx, ny;
2280 maptile *m; 2015 maptile *m;
2281 2016
2282 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2284 2019
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2286 2021
2287 /* If braced, or can't move to the square, and it is not out of the 2022 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2023 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2024 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2295 */ 2030 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 { 2032 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2034 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2301 if (!m) 2036 if (!m)
2302 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2303 } 2038 }
2304 else 2039 else
2305 m = op->map; 2040 m = op->map;
2306 2041
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2043 return;
2311 }
2312 2044
2313 mon = NULL; 2045 mon = 0;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2046 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2047 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2048 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2049 * on the space
2318 */ 2050 */
2319 while (tmp != NULL) 2051 while (tmp)
2320 { 2052 {
2321 if (tmp == op) 2053 if (tmp == op)
2322 { 2054 {
2323 tmp = tmp->above; 2055 tmp = tmp->above;
2324 continue; 2056 continue;
2334 mon = tmp; 2066 mon = tmp;
2335 2067
2336 tmp = tmp->above; 2068 tmp = tmp->above;
2337 } 2069 }
2338 2070
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2072 return; /* into a wall */
2341 2073
2342 if (mon->head != NULL) 2074 if (mon->head)
2343 mon = mon->head; 2075 mon = mon->head;
2344 2076
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2347 return; 2079 return;
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2102 {
2371 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2104 if (op->contr->braced)
2373 return; 2105 return;
2106
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2110 make_visible (op);
2111
2378 return; 2112 return;
2379 } 2113 }
2380 2114
2381 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2384 * attack them either. 2118 * attack them either.
2385 */ 2119 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2123 (op->contr->peaceful
2390 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2391 && mon->contr-> 2125 && mon->contr->
2392 peaceful)) && 2126 peaceful)) &&
2393#else 2127#else
2394 op->contr->peaceful && 2128 op->contr->peaceful &&
2395#endif 2129#endif
2396 !on_battleground)) 2130 !on_battleground))
2397 { 2131 {
2398 if (!op->contr->braced) 2132 if (!op->contr->braced)
2399 { 2133 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2402 } 2136 }
2403 else 2137 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2139
2407 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2141 make_visible (op);
2409 } 2142 }
2410 2143
2411 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2422 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2159 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2162 {
2431 2163
2432 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2440 2172
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2174 }
2443 2175
2444 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2445 2177
2446 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2181 * the wiz.
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 { 2184 {
2453 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2454 2186
2455 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2458 } 2190 }
2191
2459 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2460 make_visible (op); 2193 make_visible (op);
2461 } 2194 }
2462 } /* if player should attack something */ 2195 } /* if player should attack something */
2463} 2196}
2465int 2198int
2466move_player (object *op, int dir) 2199move_player (object *op, int dir)
2467{ 2200{
2468 int pick; 2201 int pick;
2469 2202
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2204 return 0;
2472 2205
2473 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2475 { 2208 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2210 return 0;
2478 } 2211 }
2479 2212
2480 /* peterm: added following line */ 2213 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2483 2216
2484 op->facing = dir; 2217 op->facing = dir;
2485 2218
2498 2231
2499 /* Add special check for newcs players and fire on - this way, the 2232 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2233 * server can handle repeat firing.
2501 */ 2234 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2236 op->direction = dir;
2505 }
2506 else 2237 else
2507 {
2508 op->direction = 0; 2238 op->direction = 0;
2509 } 2239
2510 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2242 * for players.
2513 */ 2243 */
2514 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2566 2296
2567 /* call this here - we also will call this in do_ericserver, but 2297 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2299 * called, so we recheck it here.
2570 */ 2300 */
2571 HandleClient (&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2572 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2573 return 0; 2305 {
2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2307 {
2577 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2309 op->speed_left--;
2579 2310
2580 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in 2312 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2583 */ 2314 */
2584 move_player (op, op->direction); 2315 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2316
2586 return 1; 2317 return op->speed_left > 0;
2587 else 2318 }
2588 return 0;
2589 } 2319 }
2320
2590 return 0; 2321 return 0;
2591} 2322}
2592 2323
2593int 2324int
2594save_life (object *op) 2325save_life (object *op)
2595{ 2326{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2328 return 0;
2600 2329
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2332 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2335
2614 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2615 2344
2616 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2617 op->stats.food = 999; 2346 op->stats.food = 999;
2618 2347
2619 fix_player (op); 2348 op->update_stats ();
2620 return 1; 2349 return 1;
2621 } 2350 }
2351
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2355 return 0;
2626} 2356}
2635{ 2365{
2636 object *next; 2366 object *next;
2637 2367
2638 while (op) 2368 while (op)
2639 { 2369 {
2640 next = op->below; /* Make sure we have a good value, in case 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2641 * we remove object 'op' 2371
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2373 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2651 } 2378 }
2652 else if (op->inv) 2379 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2654 op = next; 2382 op = next;
2655 } 2383 }
2656} 2384}
2657
2658 2385
2659/* 2386/*
2660 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2403 else
2677 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2407 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2410 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2414 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2687 { 2416 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2419 strcat (buf2, buf);
2691 } 2420 }
2421
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2695 return buf2; 2426 return buf2;
2696} 2427}
2697
2698
2699 2428
2700void 2429void
2701do_some_living (object *op) 2430do_some_living (object *op)
2702{ 2431{
2703 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2712 const int max_grace = 1; 2441 const int max_grace = 1;
2713 2442
2714 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2715 { 2444 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2448 }
2720 2449
2721 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2722 { 2451 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2456 else
2729 { 2457 {
2730 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2460 }
2461
2733 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2464 else
2736 { 2465 {
2737 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2468 }
2469
2740 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2472 else
2743 { 2473 {
2744 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2760 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2492 op->stats.food = last_food;
2763 } 2493 }
2764 } 2494 }
2495
2765 if (max_sp > 1) 2496 if (max_sp > 1)
2766 { 2497 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2499 if (over_sp > 0)
2769 { 2500 {
2770 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2771 { 2502 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2506 op->stats.sp--;
2507
2775 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2777 } 2510 }
2778 op->last_sp = 0; 2511 op->last_sp = 0;
2779 } 2512 }
2780 else 2513 else
2781 {
2782 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);
2783 }
2784 } 2515 }
2785 else 2516 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2518 }
2790 2519
2791 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2794 { 2523 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2797 if (max_grace > 1) 2527 if (max_grace > 1)
2798 { 2528 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2530 if (over_grace > 0)
2801 { 2531 {
2829 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2561 op->stats.food = last_food;
2832 } 2562 }
2833 } 2563 }
2564
2834 if (max_hp > 1) 2565 if (max_hp > 1)
2835 { 2566 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2568 if (over_hp > 0)
2838 { 2569 {
2862 2593
2863 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2596 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2867 /* dms do not consume food */ 2599 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2601 op->stats.food--;
2870 } 2602 }
2871 }
2872 2603
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2605 {
2875 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2876 2607
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2609 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2617 break;
2887 } 2618 }
2888 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2889 flesh = tmp; 2620 flesh = tmp;
2890 } /* End if paid for object */ 2621 } /* End if paid for object */
2891 } /* end of for loop */ 2622 } /* end of for loop */
2623
2892 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2625 * eat flesh instead.
2894 */ 2626 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2628 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2899 } 2631 }
2900 } /* end if player is starving */ 2632 }
2901 2633
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2904 2636
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2638 kill_player (op);
2639 }
2907} 2640}
2908
2909
2910 2641
2911/* If the player should die (lack of hp, food, etc), we call this. 2642/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2643 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2645 * file.
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2677
2947 /* restore player */ 2678 /* restore player */
2948 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2681 {
2952 tmp->destroy (); 2682 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2684 }
2955 2685
2956 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2688 {
2960 tmp->destroy (); 2689 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2691 }
2963 2692
2965 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2696 op->stats.food = 999;
2968 2697
2969 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2700 {
2973 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2702 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2706 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2981 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2710 }
2984 2711
2985 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2714 op->contr->braced = 0;
2992 2719
2993 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2994 2721
2995 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2996 { 2723 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3006 } 2726 }
3007 else 2727 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3017 } 2729
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2731
3020 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3021 x = op->x; 2733 x = op->x;
3022 y = op->y; 2734 y = op->y;
3023 map = op->map; 2735 map = op->map;
3024 2736
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
3031 */ 2740 */
3032 2741
3033 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2744 * of death.
3036 */ 2745 */
3037#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3039 { 2748 {
3040 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2751 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2754 little bit harder. */
3046 /* GD */ 2755 /* GD */
3047 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2757 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2758 else
3053 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3054 num_stats_lose = 1; 2762 num_stats_lose = 1;
3055 } 2763
3056 lost_a_stat = 0; 2764 lost_a_stat = 0;
3057 2765
3058 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3059 { 2767 {
3060 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3061 2769
3062 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3063 { 2771 {
3064 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
3065 * what he lost. 2773 * what he lost.
3066 */ 2774 */
3067 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1; 2780 lost_a_stat = 1;
2781 }
2782 else
2783 {
2784 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion");
2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2790 {
2791 dep = arch_to_object (deparch);
2792 insert_ob_in_ob (dep, op);
3073 } 2793 }
3074 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3075 { 2796 {
3076 /* deplete a stat */ 2797 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3078 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3079 2800 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2801 {
3083 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3085 } 2804
3086 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2811 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2812 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2814 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2815 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2816 else
3128 if (this_stat >= -50)
3129 { 2817 {
3130 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2823 }
3136 } 2824 }
3137 } 2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2837 {
2838 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats ();
2842 lost_a_stat = 1;
2843 }
3138 } 2844 }
2845 }
2846 }
3139 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2848 if (!lost_a_stat)
3141 { 2849 {
3142 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3145 2853
3146 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2856 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2858 }
3151#else 2859#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2861#endif
3154 2862
3155 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2864 * exp loss on the stone.
3157 */ 2865 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2868 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3163 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2871 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3164 tmp->msg = buf; 2872 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2875
3168 /**************************************/ 2876 /**************************************/
3169 /* */ 2877 /* */
3170 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3173 /* */ 2881 /* */
3174 /**************************************/ 2882 /**************************************/
3175 2883
3176 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2885 /* restore player */
3178 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3180 2888
3181 if (tmp) 2889 if (tmp)
3182 { 2890 {
3183 tmp->destroy (); 2891 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2893 }
3186 2894
3187 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2897 if (tmp)
3190 { 2898 {
3191 tmp->destroy (); 2899 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2901 }
3194 2902
3195 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3196 2904
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3200 op->stats.food = 900; 2908 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2912
3205 /* 2913 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2914 * Check to see if the player is in a shop. IF so, then check to see if
3207 * the player has any unpaid items. If so, remove them and put them back 2915 * the player has any unpaid items. If so, remove them and put them back
3208 * in the map. 2916 * in the map.
3209 */ 2917 */
3210 2918
3211 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3213 2921
3214 /****************************************/ 2922 /****************************************/
3215 /* */ 2923 /* */
3216 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3218 /* */ 2926 /* */
3219 /****************************************/ 2927 /****************************************/
3220 2928
3221 enter_player_savebed (op); 2929 enter_player_savebed (op);
3222 2930
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2931 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2932
3229 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2936 * on the space that might harm the player.
3233 */ 2937 */
3234 will_kill_again = 0; 2938 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3238 2942
3239 if (will_kill_again) 2943 if (will_kill_again)
3240 { 2944 {
3241 object *force; 2945 object *force;
3242 int at; 2946 int at;
3243 2947
3244 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2950 force->speed = 0.1;
3247 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3248 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2955 force->resist[at] = 100;
3252 2956
3253 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3254 fix_player (op); 2958 op->update_stats ();
3255 2959
3256 } 2960 }
3257 2961
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2963}
3327
3328 2964
3329void 2965void
3330loot_object (object *op) 2966loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3333 2969
3334 if (op->container) 2970 if (op->container)
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3337 }
3338 2972
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3340 { 2974 {
3341 next = tmp->below; 2975 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3343 continue; 2978 continue;
2979
3344 tmp->remove (); 2980 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3346 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2983 { /* empty container to ground */
3348 loot_object (tmp); 2984 loot_object (tmp);
3370 */ 3006 */
3371 3007
3372void 3008void
3373fix_weight (void) 3009fix_weight (void)
3374{ 3010{
3375 player *pl; 3011 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 3012 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 3014
3381 if (old == sum) 3015 if (old == sum)
3382 continue; 3016 continue;
3383 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 3019 }
3386} 3020}
3387 3021
3388void 3022void
3389fix_luck (void) 3023fix_luck (void)
3390{ 3024{
3391 player *pl; 3025 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3396} 3028}
3397
3398 3029
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3402 */ 3033 */
3403
3404void 3034void
3405cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3406{ 3036{
3407 object *skop, *spob; 3037 object *skop, *spob;
3408 3038
3453 object *tmp = NULL; 3083 object *tmp = NULL;
3454 3084
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3086 return 1;
3457 3087
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3088 return 0;
3464} 3089}
3465 3090
3466/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3523 3148
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3150
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3151 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3530 { 3154 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3155 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3156 make_visible (op);
3533 return; 3157 return;
3534 } 3158 }
3535 else 3159 else
3536 num += 20; 3160 num += 20;
3537 } 3161
3538 num += op->map->difficulty; 3162 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3164 num -= hide;
3165
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3167 {
3543 make_visible (op); 3168 make_visible (op);
3544 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3171 }
3547 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3174}
3552 3175
3553/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3554 3177
3555int 3178int
3582 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3583 continue; 3206 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3208 continue;
3586 3209
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3211 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3213 return 1;
3591 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3592 { 3215 {
3622 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3623 { 3246 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3248 return -1;
3626 } 3249 }
3250
3627 if (!pl || !op) 3251 if (!pl || !op)
3628 return 0; 3252 return 0;
3629 3253
3630 if (op->head)
3631 {
3632 op = op->head; 3254 op = op->head_ ();
3633 } 3255
3634 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3635 3257
3636 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3259 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3646 3268
3647 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3270 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3271 * for any meaningful values.
3650 */ 3272 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3276 return 1;
3655 op = op->more; 3277 op = op->more;
3656 } 3278 }
3657 return 0; 3279 return 0;
3658} 3280}
3768 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3769 return; 3391 return;
3770 3392
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3394
3773 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3774 { 3396 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3398 return;
3777 } 3399 }
3778 3400
3844 { 3466 {
3845 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3468 object *skin;
3847 3469
3848 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3473 ;
3474
3850 if (skin == NULL) 3475 if (!skin)
3851 return; 3476 return;
3852 3477
3853 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3480 {
3900 * not readied. 3525 * not readied.
3901 */ 3526 */
3902void 3527void
3903player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3904{ 3529{
3905 rangetype i;
3906
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908 {
3909 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3910 { 3532 {
3911 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3912 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3915 }
3916 } 3536 }
3917 }
3918} 3537}

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