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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 376 set_first_map (pl->ob);
344 377
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 378 return pl;
353} 379}
354 380
355/* 381/*
356 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
366 { 392 {
367 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
368 at = first_archetype; 394 at = first_archetype;
369 else 395 else
370 at = at->next; 396 at = at->next;
397
371 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
372 return at; 399 return at;
400
373 if (at == start) 401 if (at == start)
374 { 402 {
375 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 404 exit (-1);
377 } 405 }
378 } 406 }
379} 407}
380 408
381
382object * 409object *
383get_nearest_player (object *mon) 410get_nearest_player (object *mon)
384{ 411{
385 object *op = NULL; 412 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 413 objectlink *ol;
388 unsigned lastdist; 414 unsigned lastdist;
389 rv_vector rv; 415 rv_vector rv;
390 416
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 418 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 426 object *tmp = ol->ob;
401 427
402 /* 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
403 * itself will have been cleared. 429 * itself will have been cleared.
404 */ 430 */
405 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 ());
406 ol = ol->next; 433 ol = ol->next;
407 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
408 if (!ol) 435 if (!ol)
409 return op; 436 return op;
410 } 437 }
423 { 450 {
424 op = ol->ob; 451 op = ol->ob;
425 lastdist = rv.distance; 452 lastdist = rv.distance;
426 } 453 }
427 } 454 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 455
429 { 456 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
434 { 459 {
435 op = pl->ob; 460 op = pl->ob;
436 lastdist = rv.distance; 461 lastdist = rv.distance;
437 } 462 }
438 } 463
439 }
440#if 0 464#if 0
441 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)");
442#endif 466#endif
443 return op; 467 return op;
444} 468}
462 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 488 * is probably not a good thing.
465 */ 489 */
466#define MAX_SPACES 50 490#define MAX_SPACES 50
467
468 491
469/* 492/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
711 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
712 link_player_skills (pl); 735 link_player_skills (pl);
713} 736}
714 737
715void 738void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
800{ 740{
801 if (party == NULL) 741 if (party == NULL)
802 { 742 {
803 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);
804 return; 744 return;
805 } 745 }
746
806 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
809 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:");
810} 751}
811
812 752
813/* 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. */
814int 754static int
815roll_stat (void) 755roll_stat (void)
816{ 756{
817 int a[4], i, j, k; 757 int a[4], i, j, k;
818 758
819 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 763 if (a[i] < k)
824 k = a[i], j = i; 764 k = a[i], j = i;
825 765
826 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 767 if (i != j)
829 k += a[i]; 768 k += a[i];
830 } 769
831 return k; 770 return k;
832} 771}
833 772
834void 773void
835roll_stats (object *op) 774object::roll_stats ()
836{ 775{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 776 int statsort [7];
840 777
841 do 778 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 779 {
852 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
853 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
854 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 790
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
887 798
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 799 stats.exp = 0;
899 op->stats.ac = 0; 800 stats.ac = 0;
900 801
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
910} 814}
911 815
912void 816void
913Roll_Again (object *op) 817object::swap_stats (int a, int b)
914{ 818{
915 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[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);
918}
919 822
920void 823 stats.Str = contr->orig_stats.Str;
921Swap_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)
922{ 855{
923 signed char tmp;
924 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
925 857
926 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 862}
1041 863
1042/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1046 * not the class. 868 * not the class.
1047 */ 869 */
1048
1049int 870int
1050key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1051{ 872{
1052 int tmp_loop; 873 int tmp_loop;
1053 874
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1061 { 876 {
1062 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1063 878
1064 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1066 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);
1067 885
1068 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1070 888
1071 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1072 890
1073 if (op->msg) 891 if (op->msg)
1074 op->msg = NULL; 892 op->msg = NULL;
1075 893
1076 /* 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
1077 * to save here. 895 * to save here.
1078 */ 896 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 898 make_path_to_file (buf);
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 903 link_player_skills (op);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1090 fix_player (op); 905 op->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 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);
1101 tmp = object::create (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 tmp->destroy (); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927
1114 return 0; 928 return 0;
1115 } 929 }
1116 930
1117 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1122 while (!tmp_loop) 936 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = op->name;
1125 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1126 940
1127 remove_statbonus (op); 941 op->remove_statbonus ();
1128 op->remove (); 942 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1130 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1131 op->instantiate (); 945 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1134 op->x = x; 948 op->x = x;
1135 op->y = y; 949 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 953 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1141 } 955 }
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 959 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 962 op->stats.grace = 0;
1149 963
1150 if (op->msg) 964 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 966
1153 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");
1154 return 0; 968 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 969}
1205 970
1206void 971void
1207flee_player (object *op) 972flee_player (object *op)
1208{ 973{
1238 { 1003 {
1239 op->enemy = NULL; 1004 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1006 return;
1242 } 1007 }
1008
1243 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1244 1010
1245 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1247 { 1013 {
1248 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1249 1015
1250 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)))
1251 {
1252 return; 1017 return;
1253 }
1254 } 1018 }
1019
1255 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1022 op->enemy = NULL;
1258} 1023}
1259 1024
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1112 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1117 }
1118
1381 /* philosophy: 1119 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1124 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1815 if (!dir) 1553 if (!dir)
1816 { 1554 {
1817 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!");
1818 return 0; 1556 return 0;
1819 } 1557 }
1558
1820 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1821 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1822 else 1561 else
1823 { 1562 {
1824 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1832 { 1571 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1573 return 0;
1835 } 1574 }
1836 } 1575 }
1576
1837 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1838 { 1578 {
1839 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);
1840 return 0; 1580 return 0;
1841 } 1581 }
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 1584
1845 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1848 if (bowspeed < 1) 1589 if (bowspeed < 1)
1849 bowspeed = 1; 1590 bowspeed = 1;
1850 1591
1851 if (arrow == NULL) 1592 if (arrow == NULL)
1852 { 1593 {
1858 else 1599 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1860 return 0; 1601 return 0;
1861 } 1602 }
1862 } 1603 }
1604
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1607 return 0;
1867 } 1608
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1610 {
1870 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.");
1871 return 0; 1612 return 0;
1872 } 1613 }
1878 return 0; 1619 return 0;
1879 } 1620 }
1880 1621
1881 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1624 if (!arrow)
1884 { 1625 {
1885 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);
1886 return 0; 1627 return 0;
1887 } 1628 }
1629
1888 arrow->set_owner (op); 1630 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1632 arrow->direction = dir;
1892 arrow->x = sx;
1893 arrow->y = sy;
1894 1633
1895 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1896 { 1635 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op); 1637 op->update_stats ();
1899 } 1638 }
1900 1639
1901 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1907 1646
1908 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1909 * 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.
1910 */ 1649 */
1911 1650
1913 1652
1914 /* update the speed */ 1653 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 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;
1917 1656
1918 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1922 1659
1923 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1924 { 1661 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1935 } 1672 }
1936 1673
1937 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1938 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1939 1676
1940 if (bow->slaying != NULL) 1677 if (bow->slaying)
1941 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1942 1679
1943 arrow->map = m;
1944 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1682
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1949 1685
1950 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1687 move_arrow (arrow);
1952 1688
1953 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1979 } 1715 }
1980 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)
1981 { 1717 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1719 wcmod = -1;
1720
1984 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);
1985 } 1722 }
1986 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1987 { 1724 {
1988 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);
2058 1795
2059 if (item->arch) 1796 if (item->arch)
2060 { 1797 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2063 item->speed = 0; 1800 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1801 }
1802
2066 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1805 }
2069 } 1806 }
2070 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1808 drain_rod_charge (item);
2073 }
2074 } 1809 }
2075} 1810}
2076 1811
2077/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2078 */ 1813 */
2117 { 1852 {
2118 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2119 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.");
2120 return; 1855 return;
2121 } 1856 }
1857
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return; 1859 return;
2124 case range_builder: 1860 case range_builder:
2125 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2126 return; 1862 return;
2127 default: 1863 default:
2221 * 0 otherwise 1957 * 0 otherwise
2222 */ 1958 */
2223static int 1959static int
2224player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2225{ 1961{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2230 */ 1965 */
2231 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2269 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2273 */ 2008 */
2274
2275void 2009void
2276move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2277{ 2011{
2278 object *tmp, *mon; 2012 object *tmp, *mon;
2279 sint16 nx, ny; 2013 sint16 nx, ny;
2281 maptile *m; 2015 maptile *m;
2282 2016
2283 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2285 2019
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2287 2021
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2296 */ 2030 */
2297 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))
2298 { 2032 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2034 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2302 if (!m) 2036 if (!m)
2303 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2304 } 2038 }
2305 else 2039 else
2306 m = op->map; 2040 m = op->map;
2307 2041
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2043 return;
2312 }
2313 2044
2314 mon = NULL; 2045 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2049 * on the space
2319 */ 2050 */
2320 while (tmp != NULL) 2051 while (tmp)
2321 { 2052 {
2322 if (tmp == op) 2053 if (tmp == op)
2323 { 2054 {
2324 tmp = tmp->above; 2055 tmp = tmp->above;
2325 continue; 2056 continue;
2335 mon = tmp; 2066 mon = tmp;
2336 2067
2337 tmp = tmp->above; 2068 tmp = tmp->above;
2338 } 2069 }
2339 2070
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2072 return; /* into a wall */
2342 2073
2343 if (mon->head != NULL) 2074 if (mon->head)
2344 mon = mon->head; 2075 mon = mon->head;
2345 2076
2346 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))
2347 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2348 return; 2079 return;
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2102 {
2372 /* 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 */
2373 if (op->contr->braced) 2104 if (op->contr->braced)
2374 return; 2105 return;
2106
2375 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);
2376 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2110 make_visible (op);
2111
2379 return; 2112 return;
2380 } 2113 }
2381 2114
2382 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2385 * attack them either. 2118 * attack them either.
2386 */ 2119 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (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)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2123 (op->contr->peaceful
2391 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2392 && mon->contr-> 2125 && mon->contr->
2393 peaceful)) && 2126 peaceful)) &&
2394#else 2127#else
2395 op->contr->peaceful && 2128 op->contr->peaceful &&
2396#endif 2129#endif
2397 !on_battleground)) 2130 !on_battleground))
2398 { 2131 {
2399 if (!op->contr->braced) 2132 if (!op->contr->braced)
2400 { 2133 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2403 } 2136 }
2404 else 2137 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2139
2408 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2141 make_visible (op);
2410 } 2142 }
2411 2143
2412 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2423 * 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
2424 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2159 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2162 {
2432 2163
2433 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2172
2442 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 */
2443 } 2174 }
2444 2175
2445 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2446 2177
2447 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2181 * the wiz.
2452 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))
2453 { 2184 {
2454 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2455 2186
2456 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2459 } 2190 }
2191
2460 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2461 make_visible (op); 2193 make_visible (op);
2462 } 2194 }
2463 } /* if player should attack something */ 2195 } /* if player should attack something */
2464} 2196}
2466int 2198int
2467move_player (object *op, int dir) 2199move_player (object *op, int dir)
2468{ 2200{
2469 int pick; 2201 int pick;
2470 2202
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2204 return 0;
2473 2205
2474 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2476 { 2208 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2210 return 0;
2479 } 2211 }
2480 2212
2481 /* peterm: added following line */ 2213 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2484 2216
2485 op->facing = dir; 2217 op->facing = dir;
2486 2218
2499 2231
2500 /* 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
2501 * server can handle repeat firing. 2233 * server can handle repeat firing.
2502 */ 2234 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2236 op->direction = dir;
2506 }
2507 else 2237 else
2508 {
2509 op->direction = 0; 2238 op->direction = 0;
2510 } 2239
2511 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2242 * for players.
2514 */ 2243 */
2515 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2567 2296
2568 /* 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
2569 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2299 * called, so we recheck it here.
2571 */ 2300 */
2572 HandleClient (&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2573 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2574 return 0; 2305 {
2575
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2307 {
2578 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2309 op->speed_left--;
2580 2310
2581 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2582 * 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
2583 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2584 */ 2314 */
2585 move_player (op, op->direction); 2315 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2316
2587 return 1; 2317 return op->speed_left > 0;
2588 else 2318 }
2589 return 0;
2590 } 2319 }
2320
2591 return 0; 2321 return 0;
2592} 2322}
2593 2323
2594int 2324int
2595save_life (object *op) 2325save_life (object *op)
2596{ 2326{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2328 return 0;
2601 2329
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2332 {
2605 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);
2606 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));
2607 2335
2615 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2616 2344
2617 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2618 op->stats.food = 999; 2346 op->stats.food = 999;
2619 2347
2620 fix_player (op); 2348 op->update_stats ();
2621 return 1; 2349 return 1;
2622 } 2350 }
2351
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2355 return 0;
2627} 2356}
2636{ 2365{
2637 object *next; 2366 object *next;
2638 2367
2639 while (op) 2368 while (op)
2640 { 2369 {
2641 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' */
2642 * we remove object 'op' 2371
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2373 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2652 } 2378 }
2653 else if (op->inv) 2379 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2655 op = next; 2382 op = next;
2656 } 2383 }
2657} 2384}
2658
2659 2385
2660/* 2386/*
2661 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2403 else
2678 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2407 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2682 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);
2683 else 2410 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2414 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2688 { 2416 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2419 strcat (buf2, buf);
2692 } 2420 }
2421
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2696 return buf2; 2426 return buf2;
2697} 2427}
2698
2699
2700 2428
2701void 2429void
2702do_some_living (object *op) 2430do_some_living (object *op)
2703{ 2431{
2704 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2713 const int max_grace = 1; 2441 const int max_grace = 1;
2714 2442
2715 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2716 { 2444 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 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)
2719 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2448 }
2721 2449
2722 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2723 { 2451 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2456 else
2730 { 2457 {
2731 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2460 }
2461
2734 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2464 else
2737 { 2465 {
2738 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2468 }
2469
2741 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2472 else
2744 { 2473 {
2745 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2492 op->stats.food = last_food;
2764 } 2493 }
2765 } 2494 }
2495
2766 if (max_sp > 1) 2496 if (max_sp > 1)
2767 { 2497 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2499 if (over_sp > 0)
2770 { 2500 {
2771 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2772 { 2502 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2774 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))
2775 op->stats.sp--; 2506 op->stats.sp--;
2507
2776 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2778 } 2510 }
2779 op->last_sp = 0; 2511 op->last_sp = 0;
2780 } 2512 }
2781 else 2513 else
2782 {
2783 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);
2784 }
2785 } 2515 }
2786 else 2516 else
2787 {
2788 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);
2789 }
2790 } 2518 }
2791 2519
2792 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2795 { 2523 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2798 if (max_grace > 1) 2527 if (max_grace > 1)
2799 { 2528 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2530 if (over_grace > 0)
2802 { 2531 {
2830 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2561 op->stats.food = last_food;
2833 } 2562 }
2834 } 2563 }
2564
2835 if (max_hp > 1) 2565 if (max_hp > 1)
2836 { 2566 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2568 if (over_hp > 0)
2839 { 2569 {
2863 2593
2864 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2596 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2868 /* dms do not consume food */ 2599 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2601 op->stats.food--;
2871 } 2602 }
2872 }
2873 2603
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2605 {
2876 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2877 2607
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2609 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2617 break;
2888 } 2618 }
2889 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2890 flesh = tmp; 2620 flesh = tmp;
2891 } /* End if paid for object */ 2621 } /* End if paid for object */
2892 } /* end of for loop */ 2622 } /* end of for loop */
2623
2893 /* 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
2894 * eat flesh instead. 2625 * eat flesh instead.
2895 */ 2626 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2628 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2900 } 2631 }
2901 } /* end if player is starving */ 2632 }
2902 2633
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2905 2636
2906 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))
2907 kill_player (op); 2638 kill_player (op);
2639 }
2908} 2640}
2909
2910
2911 2641
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2645 * file.
2945 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!");
2946 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...");
2947 2677
2948 /* restore player */ 2678 /* restore player */
2949 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2681 {
2953 tmp->destroy (); 2682 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2684 }
2956 2685
2957 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2688 {
2961 tmp->destroy (); 2689 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2691 }
2964 2692
2966 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2696 op->stats.food = 999;
2969 2697
2970 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2700 {
2974 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2702 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2706 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2710 }
2985 2711
2986 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2714 op->contr->braced = 0;
2993 2719
2994 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2995 2721
2996 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2997 { 2723 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3007 } 2726 }
3008 else 2727 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3018 } 2729
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2731
3021 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3022 x = op->x; 2733 x = op->x;
3023 y = op->y; 2734 y = op->y;
3024 map = op->map; 2735 map = op->map;
3025 2736
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2740 */
3033 2741
3034 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2744 * of death.
3037 */ 2745 */
3038#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3040 { 2748 {
3041 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2751 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2754 little bit harder. */
3047 /* GD */ 2755 /* GD */
3048 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2757 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2758 else
3054 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3055 num_stats_lose = 1; 2762 num_stats_lose = 1;
3056 } 2763
3057 lost_a_stat = 0; 2764 lost_a_stat = 0;
3058 2765
3059 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3060 { 2767 {
3061 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3062 2769
3063 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3064 { 2771 {
3065 /* 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
3066 * what he lost. 2773 * what he lost.
3067 */ 2774 */
3068 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2793 }
3075 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3076 { 2796 {
3077 /* deplete a stat */ 2797 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3079 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3080 2800 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2801 {
3084 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3086 } 2804
3087 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2811 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2812 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2814 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2815 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2816 else
3129 if (this_stat >= -50)
3130 { 2817 {
3131 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2823 }
3137 } 2824 }
3138 } 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 }
3139 } 2844 }
2845 }
2846 }
3140 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2848 if (!lost_a_stat)
3142 { 2849 {
3143 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3146 2853
3147 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2856 else
3150 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.");
3151 } 2858 }
3152#else 2859#else
3153 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.");
3154#endif 2861#endif
3155 2862
3156 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2864 * exp loss on the stone.
3158 */ 2865 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2868 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2872 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2875
3169 /**************************************/ 2876 /**************************************/
3170 /* */ 2877 /* */
3171 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3174 /* */ 2881 /* */
3175 /**************************************/ 2882 /**************************************/
3176 2883
3177 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2885 /* restore player */
3179 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3181 2888
3182 if (tmp) 2889 if (tmp)
3183 { 2890 {
3184 tmp->destroy (); 2891 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2893 }
3187 2894
3188 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2897 if (tmp)
3191 { 2898 {
3192 tmp->destroy (); 2899 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2901 }
3195 2902
3196 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3197 2904
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3201 op->stats.food = 900; 2908 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2912
3206 /* 2913 /*
3207 * 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
3208 * 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
3209 * in the map. 2916 * in the map.
3210 */ 2917 */
3211 2918
3212 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3214 2921
3215 /****************************************/ 2922 /****************************************/
3216 /* */ 2923 /* */
3217 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3219 /* */ 2926 /* */
3220 /****************************************/ 2927 /****************************************/
3221 2928
3222 enter_player_savebed (op); 2929 enter_player_savebed (op);
3223 2930
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2931 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2932
3230 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2936 * on the space that might harm the player.
3234 */ 2937 */
3235 will_kill_again = 0; 2938 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3239 2942
3240 if (will_kill_again) 2943 if (will_kill_again)
3241 { 2944 {
3242 object *force; 2945 object *force;
3243 int at; 2946 int at;
3244 2947
3245 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2950 force->speed = 0.1;
3248 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2955 force->resist[at] = 100;
3253 2956
3254 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3255 fix_player (op); 2958 op->update_stats ();
3256 2959
3257 } 2960 }
3258 2961
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2963}
3328
3329 2964
3330void 2965void
3331loot_object (object *op) 2966loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3334 2969
3335 if (op->container) 2970 if (op->container)
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3338 }
3339 2972
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3341 { 2974 {
3342 next = tmp->below; 2975 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3344 continue; 2978 continue;
2979
3345 tmp->remove (); 2980 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3347 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2983 { /* empty container to ground */
3349 loot_object (tmp); 2984 loot_object (tmp);
3371 */ 3006 */
3372 3007
3373void 3008void
3374fix_weight (void) 3009fix_weight (void)
3375{ 3010{
3376 player *pl; 3011 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 3012 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 3014
3382 if (old == sum) 3015 if (old == sum)
3383 continue; 3016 continue;
3384 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3385 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);
3386 } 3019 }
3387} 3020}
3388 3021
3389void 3022void
3390fix_luck (void) 3023fix_luck (void)
3391{ 3024{
3392 player *pl; 3025 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3397} 3028}
3398
3399 3029
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3403 */ 3033 */
3404
3405void 3034void
3406cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3407{ 3036{
3408 object *skop, *spob; 3037 object *skop, *spob;
3409 3038
3454 object *tmp = NULL; 3083 object *tmp = NULL;
3455 3084
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3086 return 1;
3458 3087
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3088 return 0;
3465} 3089}
3466 3090
3467/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3524 3148
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3150
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3531 { 3154 {
3532 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!");
3533 make_visible (op); 3156 make_visible (op);
3534 return; 3157 return;
3535 } 3158 }
3536 else 3159 else
3537 num += 20; 3160 num += 20;
3538 } 3161
3539 num += op->map->difficulty; 3162 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3164 num -= hide;
3165
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3167 {
3544 make_visible (op); 3168 make_visible (op);
3545 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3546 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!");
3547 } 3171 }
3548 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3174}
3553 3175
3554/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3555 3177
3556int 3178int
3583 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3584 continue; 3206 continue;
3585 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)))
3586 continue; 3208 continue;
3587 3209
3588 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)
3589 { 3211 {
3590 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))
3591 return 1; 3213 return 1;
3592 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3593 { 3215 {
3623 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3624 { 3246 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3248 return -1;
3627 } 3249 }
3250
3628 if (!pl || !op) 3251 if (!pl || !op)
3629 return 0; 3252 return 0;
3630 3253
3631 if (op->head)
3632 {
3633 op = op->head; 3254 op = op->head_ ();
3634 } 3255
3635 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3636 3257
3637 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3259 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3647 3268
3648 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3271 * for any meaningful values.
3651 */ 3272 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3276 return 1;
3656 op = op->more; 3277 op = op->more;
3657 } 3278 }
3658 return 0; 3279 return 0;
3659} 3280}
3769 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3770 return; 3391 return;
3771 3392
3772 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++);
3773 3394
3774 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3775 { 3396 {
3776 /* 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]); */
3777 return; 3398 return;
3778 } 3399 }
3779 3400
3845 { 3466 {
3846 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3468 object *skin;
3848 3469
3849 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 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
3851 if (skin == NULL) 3475 if (!skin)
3852 return; 3476 return;
3853 3477
3854 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3480 {
3901 * not readied. 3525 * not readied.
3902 */ 3526 */
3903void 3527void
3904player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3905{ 3529{
3906 rangetype i;
3907
3908 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))
3909 {
3910 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3911 { 3532 {
3912 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3913 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3916 }
3917 } 3536 }
3918 }
3919} 3537}

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