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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284}
285
286/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
287static void 154static void
288set_first_map (object *op) 155set_first_map (object *op)
289{ 156{
290 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
291 op->x = -1; 158 op->x = -1;
292 op->y = -1; 159 op->y = -1;
293 enter_exit (op, NULL);
294} 160}
295 161
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
296/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 368 * mode.
299 */ 369 */
300 370player *
301int 371player::create ()
302add_player (client_socket *ns)
303{ 372{
304 player *p = new player; 373 player *pl = new player;
305 374
306 p->socket = ns; 375 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308
309 p->next = first_player;
310 first_player = p;
311
312 p = get_player (p);
313
314 set_first_map (p->ob); 376 set_first_map (pl->ob);
315 377
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 378 return pl;
324} 379}
325 380
326/* 381/*
327 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
337 { 392 {
338 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
339 at = first_archetype; 394 at = first_archetype;
340 else 395 else
341 at = at->next; 396 at = at->next;
397
342 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
343 return at; 399 return at;
400
344 if (at == start) 401 if (at == start)
345 { 402 {
346 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 404 exit (-1);
348 } 405 }
349 } 406 }
350} 407}
351 408
352
353object * 409object *
354get_nearest_player (object *mon) 410get_nearest_player (object *mon)
355{ 411{
356 object *op = NULL; 412 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 413 objectlink *ol;
359 unsigned lastdist; 414 unsigned lastdist;
360 rv_vector rv; 415 rv_vector rv;
361 416
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 418 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 426 object *tmp = ol->ob;
372 427
373 /* 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
374 * itself will have been cleared. 429 * itself will have been cleared.
375 */ 430 */
376 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 ());
377 ol = ol->next; 433 ol = ol->next;
378 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
379 if (!ol) 435 if (!ol)
380 return op; 436 return op;
381 } 437 }
394 { 450 {
395 op = ol->ob; 451 op = ol->ob;
396 lastdist = rv.distance; 452 lastdist = rv.distance;
397 } 453 }
398 } 454 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 455
400 { 456 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
405 { 459 {
406 op = pl->ob; 460 op = pl->ob;
407 lastdist = rv.distance; 461 lastdist = rv.distance;
408 } 462 }
409 } 463
410 }
411#if 0 464#if 0
412 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)");
413#endif 466#endif
414 return op; 467 return op;
415} 468}
433 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 488 * is probably not a good thing.
436 */ 489 */
437#define MAX_SPACES 50 490#define MAX_SPACES 50
438
439 491
440/* 492/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
682 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
683 link_player_skills (pl); 735 link_player_skills (pl);
684} 736}
685 737
686void 738void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
771{ 740{
772 if (party == NULL) 741 if (party == NULL)
773 { 742 {
774 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);
775 return; 744 return;
776 } 745 }
746
777 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
780 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:");
781} 751}
782
783 752
784/* 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. */
785int 754static int
786roll_stat (void) 755roll_stat (void)
787{ 756{
788 int a[4], i, j, k; 757 int a[4], i, j, k;
789 758
790 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
793 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 763 if (a[i] < k)
795 k = a[i], j = i; 764 k = a[i], j = i;
796 765
797 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 767 if (i != j)
800 k += a[i]; 768 k += a[i];
801 } 769
802 return k; 770 return k;
803} 771}
804 772
805void 773void
806roll_stats (object *op) 774object::roll_stats ()
807{ 775{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 776 int statsort [7];
811 777
812 do 778 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 779 {
823 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
824 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
825 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 790
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
858 798
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 799 stats.exp = 0;
870 op->stats.ac = 0; 800 stats.ac = 0;
871 801
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
881} 814}
882 815
883void 816void
884Roll_Again (object *op) 817object::swap_stats (int a, int b)
885{ 818{
886 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[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);
889}
890 822
891void 823 stats.Str = contr->orig_stats.Str;
892Swap_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)
893{ 855{
894 signed char tmp;
895 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
896 857
897 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 862}
1012 863
1013/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1017 * not the class. 868 * not the class.
1018 */ 869 */
1019
1020int 870int
1021key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1022{ 872{
1023 int tmp_loop; 873 int tmp_loop;
1024 874
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1032 { 876 {
1033 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1034 878
1035 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1040 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1041 885
1042 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1044 888
1045 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1046 890
1047 if (op->msg) 891 if (op->msg)
1048 op->msg = NULL; 892 op->msg = NULL;
1049 893
1050 /* 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
1051 * to save here. 895 * to save here.
1052 */ 896 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf); 898 make_path_to_file (buf);
1055 899
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 900 start_info (op);
1060 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1062 link_player_skills (op); 903 link_player_skills (op);
1063 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1064 fix_player (op); 905 op->update_stats ();
1065 906
1066 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1067 * is one for this race 908 * is one for this race
1068 */ 909 */
1069 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1070 { 911 {
1071 object *tmp; 912 object *tmp;
1072 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1073 914
1074 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);
1075 tmp = object::create (); 916 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1079 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;
1080 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1081 * default initial map */ 922 * default initial map */
1082 tmp->destroy (); 923 tmp->destroy ();
1083 } 924 }
1084 else 925 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 927
1088 return 0; 928 return 0;
1089 } 929 }
1090 930
1091 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1096 while (!tmp_loop) 936 while (!tmp_loop)
1097 { 937 {
1098 shstr name = op->name; 938 shstr name = op->name;
1099 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1100 940
1101 remove_statbonus (op); 941 op->remove_statbonus ();
1102 op->remove (); 942 op->remove ();
1103 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1104 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1105 op->instantiate (); 945 op->instantiate ();
1106 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1108 op->x = x; 948 op->x = x;
1109 op->y = y; 949 op->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1112 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1113 add_statbonus (op); 953 op->add_statbonus ();
1114 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1115 } 955 }
1116 956
1117 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1119 fix_player (op); 959 op->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1122 op->stats.grace = 0; 962 op->stats.grace = 0;
1123 963
1124 if (op->msg) 964 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126 966
1127 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");
1128 return 0; 968 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 969}
1179 970
1180void 971void
1181flee_player (object *op) 972flee_player (object *op)
1182{ 973{
1212 { 1003 {
1213 op->enemy = NULL; 1004 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1006 return;
1216 } 1007 }
1008
1217 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1218 1010
1219 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1221 { 1013 {
1222 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1223 1015
1224 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)))
1225 {
1226 return; 1017 return;
1227 }
1228 } 1018 }
1019
1229 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1022 op->enemy = NULL;
1232} 1023}
1233 1024
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1112 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1117 }
1118
1355 /* philosophy: 1119 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1124 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1789 if (!dir) 1553 if (!dir)
1790 { 1554 {
1791 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!");
1792 return 0; 1556 return 0;
1793 } 1557 }
1558
1794 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1796 else 1561 else
1797 { 1562 {
1798 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1806 { 1571 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1573 return 0;
1809 } 1574 }
1810 } 1575 }
1576
1811 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1812 { 1578 {
1813 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);
1814 return 0; 1580 return 0;
1815 } 1581 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1584
1819 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1822 if (bowspeed < 1) 1589 if (bowspeed < 1)
1823 bowspeed = 1; 1590 bowspeed = 1;
1824 1591
1825 if (arrow == NULL) 1592 if (arrow == NULL)
1826 { 1593 {
1832 else 1599 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0; 1601 return 0;
1835 } 1602 }
1836 } 1603 }
1604
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1607 return 0;
1841 } 1608
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1610 {
1844 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.");
1845 return 0; 1612 return 0;
1846 } 1613 }
1852 return 0; 1619 return 0;
1853 } 1620 }
1854 1621
1855 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1624 if (!arrow)
1858 { 1625 {
1859 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);
1860 return 0; 1627 return 0;
1861 } 1628 }
1629
1862 arrow->set_owner (op); 1630 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1632 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1633
1869 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1870 { 1635 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1637 op->update_stats ();
1873 } 1638 }
1874 1639
1875 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1881 1646
1882 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1883 * 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.
1884 */ 1649 */
1885 1650
1887 1652
1888 /* update the speed */ 1653 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 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;
1891 1656
1892 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1896 1659
1897 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1898 { 1661 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1909 } 1672 }
1910 1673
1911 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1913 1676
1914 if (bow->slaying != NULL) 1677 if (bow->slaying)
1915 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1916 1679
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1682
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1923 1685
1924 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1687 move_arrow (arrow);
1926 1688
1927 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1953 } 1715 }
1954 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)
1955 { 1717 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1719 wcmod = -1;
1720
1958 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);
1959 } 1722 }
1960 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1961 { 1724 {
1962 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);
2032 1795
2033 if (item->arch) 1796 if (item->arch)
2034 { 1797 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2037 item->speed = 0; 1800 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1801 }
1802
2040 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1805 }
2043 } 1806 }
2044 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1808 drain_rod_charge (item);
2047 }
2048 } 1809 }
2049} 1810}
2050 1811
2051/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2052 */ 1813 */
2091 { 1852 {
2092 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2093 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.");
2094 return; 1855 return;
2095 } 1856 }
1857
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return; 1859 return;
2098 case range_builder: 1860 case range_builder:
2099 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2100 return; 1862 return;
2101 default: 1863 default:
2195 * 0 otherwise 1957 * 0 otherwise
2196 */ 1958 */
2197static int 1959static int
2198player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2199{ 1961{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2204 */ 1965 */
2205 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2243 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2247 */ 2008 */
2248
2249void 2009void
2250move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2251{ 2011{
2252 object *tmp, *mon; 2012 object *tmp, *mon;
2253 sint16 nx, ny; 2013 sint16 nx, ny;
2255 maptile *m; 2015 maptile *m;
2256 2016
2257 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2259 2019
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2261 2021
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2270 */ 2030 */
2271 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))
2272 { 2032 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2034 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2276 if (!m) 2036 if (!m)
2277 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2278 } 2038 }
2279 else 2039 else
2280 m = op->map; 2040 m = op->map;
2281 2041
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2043 return;
2286 }
2287 2044
2288 mon = NULL; 2045 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2049 * on the space
2293 */ 2050 */
2294 while (tmp != NULL) 2051 while (tmp)
2295 { 2052 {
2296 if (tmp == op) 2053 if (tmp == op)
2297 { 2054 {
2298 tmp = tmp->above; 2055 tmp = tmp->above;
2299 continue; 2056 continue;
2309 mon = tmp; 2066 mon = tmp;
2310 2067
2311 tmp = tmp->above; 2068 tmp = tmp->above;
2312 } 2069 }
2313 2070
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2072 return; /* into a wall */
2316 2073
2317 if (mon->head != NULL) 2074 if (mon->head)
2318 mon = mon->head; 2075 mon = mon->head;
2319 2076
2320 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))
2321 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2322 return; 2079 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2102 {
2346 /* 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 */
2347 if (op->contr->braced) 2104 if (op->contr->braced)
2348 return; 2105 return;
2106
2349 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);
2350 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2110 make_visible (op);
2111
2353 return; 2112 return;
2354 } 2113 }
2355 2114
2356 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2118 * attack them either.
2360 */ 2119 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2123 (op->contr->peaceful
2365 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2366 && mon->contr-> 2125 && mon->contr->
2367 peaceful)) && 2126 peaceful)) &&
2368#else 2127#else
2369 op->contr->peaceful && 2128 op->contr->peaceful &&
2370#endif 2129#endif
2371 !on_battleground)) 2130 !on_battleground))
2372 { 2131 {
2373 if (!op->contr->braced) 2132 if (!op->contr->braced)
2374 { 2133 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2377 } 2136 }
2378 else 2137 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2139
2382 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2141 make_visible (op);
2384 } 2142 }
2385 2143
2386 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2397 * 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
2398 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2159 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2162 {
2406 2163
2407 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2172
2416 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 */
2417 } 2174 }
2418 2175
2419 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2420 2177
2421 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2181 * the wiz.
2426 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))
2427 { 2184 {
2428 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2429 2186
2430 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2433 } 2190 }
2191
2434 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2435 make_visible (op); 2193 make_visible (op);
2436 } 2194 }
2437 } /* if player should attack something */ 2195 } /* if player should attack something */
2438} 2196}
2440int 2198int
2441move_player (object *op, int dir) 2199move_player (object *op, int dir)
2442{ 2200{
2443 int pick; 2201 int pick;
2444 2202
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2204 return 0;
2447 2205
2448 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2450 { 2208 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2210 return 0;
2453 } 2211 }
2454 2212
2455 /* peterm: added following line */ 2213 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458 2216
2459 op->facing = dir; 2217 op->facing = dir;
2460 2218
2473 2231
2474 /* 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
2475 * server can handle repeat firing. 2233 * server can handle repeat firing.
2476 */ 2234 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2236 op->direction = dir;
2480 }
2481 else 2237 else
2482 {
2483 op->direction = 0; 2238 op->direction = 0;
2484 } 2239
2485 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2242 * for players.
2488 */ 2243 */
2489 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2541 2296
2542 /* 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
2543 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2299 * called, so we recheck it here.
2545 */ 2300 */
2546 HandleClient (op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2547 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2548 return 0; 2305 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2307 {
2552 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2309 op->speed_left--;
2554 2310
2555 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2558 */ 2314 */
2559 move_player (op, op->direction); 2315 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2316
2561 return 1; 2317 return op->speed_left > 0;
2562 else 2318 }
2563 return 0;
2564 } 2319 }
2320
2565 return 0; 2321 return 0;
2566} 2322}
2567 2323
2568int 2324int
2569save_life (object *op) 2325save_life (object *op)
2570{ 2326{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2328 return 0;
2575 2329
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2332 {
2579 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);
2580 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));
2581 2335
2589 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2590 2344
2591 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2592 op->stats.food = 999; 2346 op->stats.food = 999;
2593 2347
2594 fix_player (op); 2348 op->update_stats ();
2595 return 1; 2349 return 1;
2596 } 2350 }
2351
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2355 return 0;
2601} 2356}
2610{ 2365{
2611 object *next; 2366 object *next;
2612 2367
2613 while (op) 2368 while (op)
2614 { 2369 {
2615 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' */
2616 * we remove object 'op' 2371
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2373 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2626 } 2378 }
2627 else if (op->inv) 2379 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2629 op = next; 2382 op = next;
2630 } 2383 }
2631} 2384}
2632
2633 2385
2634/* 2386/*
2635 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2403 else
2652 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2407 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2656 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);
2657 else 2410 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2414 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2662 { 2416 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2419 strcat (buf2, buf);
2666 } 2420 }
2421
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2670 return buf2; 2426 return buf2;
2671} 2427}
2672
2673
2674 2428
2675void 2429void
2676do_some_living (object *op) 2430do_some_living (object *op)
2677{ 2431{
2678 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2687 const int max_grace = 1; 2441 const int max_grace = 1;
2688 2442
2689 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2690 { 2444 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 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)
2693 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2448 }
2695 2449
2696 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2697 { 2451 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2456 else
2704 { 2457 {
2705 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2460 }
2461
2708 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2464 else
2711 { 2465 {
2712 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2468 }
2469
2715 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2472 else
2718 { 2473 {
2719 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2735 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2492 op->stats.food = last_food;
2738 } 2493 }
2739 } 2494 }
2495
2740 if (max_sp > 1) 2496 if (max_sp > 1)
2741 { 2497 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2499 if (over_sp > 0)
2744 { 2500 {
2745 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2746 { 2502 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2748 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))
2749 op->stats.sp--; 2506 op->stats.sp--;
2507
2750 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2752 } 2510 }
2753 op->last_sp = 0; 2511 op->last_sp = 0;
2754 } 2512 }
2755 else 2513 else
2756 {
2757 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);
2758 }
2759 } 2515 }
2760 else 2516 else
2761 {
2762 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);
2763 }
2764 } 2518 }
2765 2519
2766 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2769 { 2523 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2772 if (max_grace > 1) 2527 if (max_grace > 1)
2773 { 2528 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2530 if (over_grace > 0)
2776 { 2531 {
2804 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2561 op->stats.food = last_food;
2807 } 2562 }
2808 } 2563 }
2564
2809 if (max_hp > 1) 2565 if (max_hp > 1)
2810 { 2566 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2568 if (over_hp > 0)
2813 { 2569 {
2837 2593
2838 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2596 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2842 /* dms do not consume food */ 2599 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2601 op->stats.food--;
2845 } 2602 }
2846 }
2847 2603
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2605 {
2850 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2851 2607
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2609 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2617 break;
2862 } 2618 }
2863 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2864 flesh = tmp; 2620 flesh = tmp;
2865 } /* End if paid for object */ 2621 } /* End if paid for object */
2866 } /* end of for loop */ 2622 } /* end of for loop */
2623
2867 /* 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
2868 * eat flesh instead. 2625 * eat flesh instead.
2869 */ 2626 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2628 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2874 } 2631 }
2875 } /* end if player is starving */ 2632 }
2876 2633
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2879 2636
2880 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))
2881 kill_player (op); 2638 kill_player (op);
2639 }
2882} 2640}
2883
2884
2885 2641
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2645 * file.
2919 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!");
2920 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...");
2921 2677
2922 /* restore player */ 2678 /* restore player */
2923 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2681 {
2927 tmp->destroy (); 2682 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2684 }
2930 2685
2931 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2688 {
2935 tmp->destroy (); 2689 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2691 }
2938 2692
2940 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2696 op->stats.food = 999;
2943 2697
2944 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2700 {
2948 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2702 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2706 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2956 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2710 }
2959 2711
2960 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2714 op->contr->braced = 0;
2967 2719
2968 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2969 2721
2970 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2971 { 2723 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2981 } 2726 }
2982 else 2727 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2992 } 2729
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2731
2995 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
2996 x = op->x; 2733 x = op->x;
2997 y = op->y; 2734 y = op->y;
2998 map = op->map; 2735 map = op->map;
2999 2736
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2740 */
3007 2741
3008 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2744 * of death.
3011 */ 2745 */
3012#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3014 { 2748 {
3015 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2751 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2754 little bit harder. */
3021 /* GD */ 2755 /* GD */
3022 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2757 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2758 else
3028 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3029 num_stats_lose = 1; 2762 num_stats_lose = 1;
3030 } 2763
3031 lost_a_stat = 0; 2764 lost_a_stat = 0;
3032 2765
3033 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3034 { 2767 {
3035 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3036 2769
3037 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3038 { 2771 {
3039 /* 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
3040 * what he lost. 2773 * what he lost.
3041 */ 2774 */
3042 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2793 }
3049 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3050 { 2796 {
3051 /* deplete a stat */ 2797 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3053 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3054 2800 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2801 {
3058 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3060 } 2804
3061 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2811 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2812 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2814 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2815 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2816 else
3103 if (this_stat >= -50)
3104 { 2817 {
3105 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2823 }
3111 } 2824 }
3112 } 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 }
3113 } 2844 }
2845 }
2846 }
3114 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2848 if (!lost_a_stat)
3116 { 2849 {
3117 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3120 2853
3121 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2856 else
3124 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.");
3125 } 2858 }
3126#else 2859#else
3127 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.");
3128#endif 2861#endif
3129 2862
3130 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2864 * exp loss on the stone.
3132 */ 2865 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2868 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2872 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2875
3143 /**************************************/ 2876 /**************************************/
3144 /* */ 2877 /* */
3145 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3148 /* */ 2881 /* */
3149 /**************************************/ 2882 /**************************************/
3150 2883
3151 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2885 /* restore player */
3153 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3155 2888
3156 if (tmp) 2889 if (tmp)
3157 { 2890 {
3158 tmp->destroy (); 2891 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2893 }
3161 2894
3162 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2897 if (tmp)
3165 { 2898 {
3166 tmp->destroy (); 2899 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2901 }
3169 2902
3170 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3171 2904
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3175 op->stats.food = 900; 2908 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2912
3180 /* 2913 /*
3181 * 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
3182 * 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
3183 * in the map. 2916 * in the map.
3184 */ 2917 */
3185 2918
3186 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3188 2921
3189 /****************************************/ 2922 /****************************************/
3190 /* */ 2923 /* */
3191 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3193 /* */ 2926 /* */
3194 /****************************************/ 2927 /****************************************/
3195 2928
3196 enter_player_savebed (op); 2929 enter_player_savebed (op);
3197 2930
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2931 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2932
3204 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2936 * on the space that might harm the player.
3208 */ 2937 */
3209 will_kill_again = 0; 2938 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3213 2942
3214 if (will_kill_again) 2943 if (will_kill_again)
3215 { 2944 {
3216 object *force; 2945 object *force;
3217 int at; 2946 int at;
3218 2947
3219 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2950 force->speed = 0.1;
3222 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2955 force->resist[at] = 100;
3227 2956
3228 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3229 fix_player (op); 2958 op->update_stats ();
3230 2959
3231 } 2960 }
3232 2961
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2963}
3302
3303 2964
3304void 2965void
3305loot_object (object *op) 2966loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3308 2969
3309 if (op->container) 2970 if (op->container)
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3312 }
3313 2972
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3315 { 2974 {
3316 next = tmp->below; 2975 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3318 continue; 2978 continue;
2979
3319 tmp->remove (); 2980 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3321 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2983 { /* empty container to ground */
3323 loot_object (tmp); 2984 loot_object (tmp);
3345 */ 3006 */
3346 3007
3347void 3008void
3348fix_weight (void) 3009fix_weight (void)
3349{ 3010{
3350 player *pl; 3011 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 3012 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 3014
3356 if (old == sum) 3015 if (old == sum)
3357 continue; 3016 continue;
3358 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3359 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);
3360 } 3019 }
3361} 3020}
3362 3021
3363void 3022void
3364fix_luck (void) 3023fix_luck (void)
3365{ 3024{
3366 player *pl; 3025 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3371} 3028}
3372
3373 3029
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3377 */ 3033 */
3378
3379void 3034void
3380cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3381{ 3036{
3382 object *skop, *spob; 3037 object *skop, *spob;
3383 3038
3428 object *tmp = NULL; 3083 object *tmp = NULL;
3429 3084
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3086 return 1;
3432 3087
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3088 return 0;
3439} 3089}
3440 3090
3441/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3498 3148
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3150
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3505 { 3154 {
3506 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!");
3507 make_visible (op); 3156 make_visible (op);
3508 return; 3157 return;
3509 } 3158 }
3510 else 3159 else
3511 num += 20; 3160 num += 20;
3512 } 3161
3513 num += op->map->difficulty; 3162 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3164 num -= hide;
3165
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3167 {
3518 make_visible (op); 3168 make_visible (op);
3519 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3520 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!");
3521 } 3171 }
3522 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3174}
3527 3175
3528/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3529 3177
3530int 3178int
3557 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3558 continue; 3206 continue;
3559 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)))
3560 continue; 3208 continue;
3561 3209
3562 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)
3563 { 3211 {
3564 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))
3565 return 1; 3213 return 1;
3566 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3567 { 3215 {
3597 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3598 { 3246 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3248 return -1;
3601 } 3249 }
3250
3602 if (!pl || !op) 3251 if (!pl || !op)
3603 return 0; 3252 return 0;
3604 3253
3605 if (op->head)
3606 {
3607 op = op->head; 3254 op = op->head_ ();
3608 } 3255
3609 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3610 3257
3611 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3259 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3621 3268
3622 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3271 * for any meaningful values.
3625 */ 3272 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3276 return 1;
3630 op = op->more; 3277 op = op->more;
3631 } 3278 }
3632 return 0; 3279 return 0;
3633} 3280}
3743 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3744 return; 3391 return;
3745 3392
3746 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++);
3747 3394
3748 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3749 { 3396 {
3750 /* 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]); */
3751 return; 3398 return;
3752 } 3399 }
3753 3400
3819 { 3466 {
3820 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3468 object *skin;
3822 3469
3823 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3475 if (!skin)
3826 return; 3476 return;
3827 3477
3828 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3480 {
3875 * not readied. 3525 * not readied.
3876 */ 3526 */
3877void 3527void
3878player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3879{ 3529{
3880 rangetype i;
3881
3882 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))
3883 {
3884 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3885 { 3532 {
3886 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3887 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3890 }
3891 } 3536 }
3892 }
3893} 3537}

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