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Comparing deliantra/server/server/player.C (file contents):
Revision 1.40 by root, Thu Dec 14 22:45:41 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218 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
300/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
302 * mode. 368 * mode.
303 */ 369 */
304 370player *
305int 371player::create ()
306add_player (client_socket *ns)
307{ 372{
308 player *p = new player; 373 player *pl = new player;
309 374
310 p->socket = ns; 375 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 376 set_first_map (pl->ob);
319 377
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 378 return pl;
328} 379}
329 380
330/* 381/*
331 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
341 { 392 {
342 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
343 at = first_archetype; 394 at = first_archetype;
344 else 395 else
345 at = at->next; 396 at = at->next;
397
346 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
347 return at; 399 return at;
400
348 if (at == start) 401 if (at == start)
349 { 402 {
350 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 404 exit (-1);
352 } 405 }
353 } 406 }
354} 407}
355 408
356
357object * 409object *
358get_nearest_player (object *mon) 410get_nearest_player (object *mon)
359{ 411{
360 object *op = NULL; 412 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 413 objectlink *ol;
363 unsigned lastdist; 414 unsigned lastdist;
364 rv_vector rv; 415 rv_vector rv;
365 416
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 418 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 426 object *tmp = ol->ob;
376 427
377 /* 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
378 * itself will have been cleared. 429 * itself will have been cleared.
379 */ 430 */
380 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 ());
381 ol = ol->next; 433 ol = ol->next;
382 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
383 if (!ol) 435 if (!ol)
384 return op; 436 return op;
385 } 437 }
398 { 450 {
399 op = ol->ob; 451 op = ol->ob;
400 lastdist = rv.distance; 452 lastdist = rv.distance;
401 } 453 }
402 } 454 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 455
404 { 456 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
409 { 459 {
410 op = pl->ob; 460 op = pl->ob;
411 lastdist = rv.distance; 461 lastdist = rv.distance;
412 } 462 }
413 } 463
414 }
415#if 0 464#if 0
416 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)");
417#endif 466#endif
418 return op; 467 return op;
419} 468}
437 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 488 * is probably not a good thing.
440 */ 489 */
441#define MAX_SPACES 50 490#define MAX_SPACES 50
442
443 491
444/* 492/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
687 link_player_skills (pl); 735 link_player_skills (pl);
688} 736}
689 737
690void 738void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
775{ 740{
776 if (party == NULL) 741 if (party == NULL)
777 { 742 {
778 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);
779 return; 744 return;
780 } 745 }
746
781 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
784 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:");
785} 751}
786
787 752
788/* 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. */
789int 754static int
790roll_stat (void) 755roll_stat (void)
791{ 756{
792 int a[4], i, j, k; 757 int a[4], i, j, k;
793 758
794 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 763 if (a[i] < k)
799 k = a[i], j = i; 764 k = a[i], j = i;
800 765
801 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 767 if (i != j)
804 k += a[i]; 768 k += a[i];
805 } 769
806 return k; 770 return k;
807} 771}
808 772
809void 773void
810roll_stats (object *op) 774object::roll_stats ()
811{ 775{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 776 int statsort [7];
815 777
816 do 778 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 779 {
827 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
828 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
829 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 790
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
862 798
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 799 stats.exp = 0;
874 op->stats.ac = 0; 800 stats.ac = 0;
875 801
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
885} 814}
886 815
887void 816void
888Roll_Again (object *op) 817object::swap_stats (int a, int b)
889{ 818{
890 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 822
895void 823 stats.Str = contr->orig_stats.Str;
896Swap_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)
897{ 855{
898 signed char tmp;
899 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
900 857
901 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 862}
1016 863
1017/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1021 * not the class. 868 * not the class.
1022 */ 869 */
1023
1024int 870int
1025key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1026{ 872{
1027 int tmp_loop; 873 int tmp_loop;
1028 874
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1036 { 876 {
1037 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1038 878
1039 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1045 885
1046 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1048 888
1049 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1050 890
1051 if (op->msg) 891 if (op->msg)
1052 op->msg = NULL; 892 op->msg = NULL;
1053 893
1054 /* 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
1055 * to save here. 895 * to save here.
1056 */ 896 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf); 898 make_path_to_file (buf);
1059 899
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 900 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 903 link_player_skills (op);
1067 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1068 fix_player (op); 905 op->update_stats ();
1069 906
1070 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1071 * is one for this race 908 * is one for this race
1072 */ 909 */
1073 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1074 { 911 {
1075 object *tmp; 912 object *tmp;
1076 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1077 914
1078 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);
1079 tmp = object::create (); 916 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1083 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;
1084 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1085 * default initial map */ 922 * default initial map */
1086 tmp->destroy (); 923 tmp->destroy ();
1087 } 924 }
1088 else 925 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 927
1092 return 0; 928 return 0;
1093 } 929 }
1094 930
1095 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1100 while (!tmp_loop) 936 while (!tmp_loop)
1101 { 937 {
1102 shstr name = op->name; 938 shstr name = op->name;
1103 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1104 940
1105 remove_statbonus (op); 941 op->remove_statbonus ();
1106 op->remove (); 942 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1109 op->instantiate (); 945 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1112 op->x = x; 948 op->x = x;
1113 op->y = y; 949 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 953 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1119 } 955 }
1120 956
1121 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 959 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 962 op->stats.grace = 0;
1127 963
1128 if (op->msg) 964 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 966
1131 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");
1132 return 0; 968 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 969}
1183 970
1184void 971void
1185flee_player (object *op) 972flee_player (object *op)
1186{ 973{
1216 { 1003 {
1217 op->enemy = NULL; 1004 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1006 return;
1220 } 1007 }
1008
1221 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1222 1010
1223 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1225 { 1013 {
1226 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1227 1015
1228 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)))
1229 {
1230 return; 1017 return;
1231 }
1232 } 1018 }
1019
1233 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1022 op->enemy = NULL;
1236} 1023}
1237 1024
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1112 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1117 }
1118
1359 /* philosophy: 1119 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1124 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1553 if (!dir)
1794 { 1554 {
1795 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!");
1796 return 0; 1556 return 0;
1797 } 1557 }
1558
1798 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1800 else 1561 else
1801 { 1562 {
1802 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1810 { 1571 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1573 return 0;
1813 } 1574 }
1814 } 1575 }
1576
1815 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1816 { 1578 {
1817 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);
1818 return 0; 1580 return 0;
1819 } 1581 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1584
1823 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1826 if (bowspeed < 1) 1589 if (bowspeed < 1)
1827 bowspeed = 1; 1590 bowspeed = 1;
1828 1591
1829 if (arrow == NULL) 1592 if (arrow == NULL)
1830 { 1593 {
1836 else 1599 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1601 return 0;
1839 } 1602 }
1840 } 1603 }
1604
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1607 return 0;
1845 } 1608
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1610 {
1848 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.");
1849 return 0; 1612 return 0;
1850 } 1613 }
1856 return 0; 1619 return 0;
1857 } 1620 }
1858 1621
1859 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1624 if (!arrow)
1862 { 1625 {
1863 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);
1864 return 0; 1627 return 0;
1865 } 1628 }
1629
1866 arrow->set_owner (op); 1630 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1632 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1633
1873 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1874 { 1635 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1637 op->update_stats ();
1877 } 1638 }
1878 1639
1879 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1891 1652
1892 /* update the speed */ 1653 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1656
1896 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1900 1659
1901 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1902 { 1661 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1672 }
1914 1673
1915 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1917 1676
1918 if (bow->slaying != NULL) 1677 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1920 1679
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1682
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1927 1685
1928 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1687 move_arrow (arrow);
1930 1688
1931 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1957 } 1715 }
1958 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)
1959 { 1717 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1719 wcmod = -1;
1720
1962 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);
1963 } 1722 }
1964 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1965 { 1724 {
1966 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);
2036 1795
2037 if (item->arch) 1796 if (item->arch)
2038 { 1797 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2041 item->speed = 0; 1800 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1801 }
1802
2044 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1805 }
2047 } 1806 }
2048 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1808 drain_rod_charge (item);
2051 }
2052 } 1809 }
2053} 1810}
2054 1811
2055/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2056 */ 1813 */
2095 { 1852 {
2096 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2097 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.");
2098 return; 1855 return;
2099 } 1856 }
1857
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1859 return;
2102 case range_builder: 1860 case range_builder:
2103 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2104 return; 1862 return;
2105 default: 1863 default:
2199 * 0 otherwise 1957 * 0 otherwise
2200 */ 1958 */
2201static int 1959static int
2202player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2203{ 1961{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2208 */ 1965 */
2209 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2251 */ 2008 */
2252
2253void 2009void
2254move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2255{ 2011{
2256 object *tmp, *mon; 2012 object *tmp, *mon;
2257 sint16 nx, ny; 2013 sint16 nx, ny;
2259 maptile *m; 2015 maptile *m;
2260 2016
2261 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2263 2019
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2265 2021
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2274 */ 2030 */
2275 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))
2276 { 2032 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2034 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2280 if (!m) 2036 if (!m)
2281 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2282 } 2038 }
2283 else 2039 else
2284 m = op->map; 2040 m = op->map;
2285 2041
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2043 return;
2290 }
2291 2044
2292 mon = NULL; 2045 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2049 * on the space
2297 */ 2050 */
2298 while (tmp != NULL) 2051 while (tmp)
2299 { 2052 {
2300 if (tmp == op) 2053 if (tmp == op)
2301 { 2054 {
2302 tmp = tmp->above; 2055 tmp = tmp->above;
2303 continue; 2056 continue;
2313 mon = tmp; 2066 mon = tmp;
2314 2067
2315 tmp = tmp->above; 2068 tmp = tmp->above;
2316 } 2069 }
2317 2070
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2072 return; /* into a wall */
2320 2073
2321 if (mon->head != NULL) 2074 if (mon->head)
2322 mon = mon->head; 2075 mon = mon->head;
2323 2076
2324 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))
2325 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2326 return; 2079 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2102 {
2350 /* 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 */
2351 if (op->contr->braced) 2104 if (op->contr->braced)
2352 return; 2105 return;
2106
2353 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);
2354 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2110 make_visible (op);
2111
2357 return; 2112 return;
2358 } 2113 }
2359 2114
2360 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2118 * attack them either.
2364 */ 2119 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (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)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2123 (op->contr->peaceful
2369 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2370 && mon->contr-> 2125 && mon->contr->
2371 peaceful)) && 2126 peaceful)) &&
2372#else 2127#else
2373 op->contr->peaceful && 2128 op->contr->peaceful &&
2374#endif 2129#endif
2375 !on_battleground)) 2130 !on_battleground))
2376 { 2131 {
2377 if (!op->contr->braced) 2132 if (!op->contr->braced)
2378 { 2133 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2381 } 2136 }
2382 else 2137 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2139
2386 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2141 make_visible (op);
2388 } 2142 }
2389 2143
2390 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2159 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2162 {
2410 2163
2411 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2172
2420 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 */
2421 } 2174 }
2422 2175
2423 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2424 2177
2425 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2181 * the wiz.
2430 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))
2431 { 2184 {
2432 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2433 2186
2434 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2437 } 2190 }
2191
2438 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2439 make_visible (op); 2193 make_visible (op);
2440 } 2194 }
2441 } /* if player should attack something */ 2195 } /* if player should attack something */
2442} 2196}
2444int 2198int
2445move_player (object *op, int dir) 2199move_player (object *op, int dir)
2446{ 2200{
2447 int pick; 2201 int pick;
2448 2202
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2204 return 0;
2451 2205
2452 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2454 { 2208 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2210 return 0;
2457 } 2211 }
2458 2212
2459 /* peterm: added following line */ 2213 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462 2216
2463 op->facing = dir; 2217 op->facing = dir;
2464 2218
2477 2231
2478 /* 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
2479 * server can handle repeat firing. 2233 * server can handle repeat firing.
2480 */ 2234 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2236 op->direction = dir;
2484 }
2485 else 2237 else
2486 {
2487 op->direction = 0; 2238 op->direction = 0;
2488 } 2239
2489 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2242 * for players.
2492 */ 2243 */
2493 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2545 2296
2546 /* 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
2547 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2299 * called, so we recheck it here.
2549 */ 2300 */
2550 HandleClient (op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2551 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2552 return 0; 2305 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2307 {
2556 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2309 op->speed_left--;
2558 2310
2559 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2562 */ 2314 */
2563 move_player (op, op->direction); 2315 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2316
2565 return 1; 2317 return op->speed_left > 0;
2566 else 2318 }
2567 return 0;
2568 } 2319 }
2320
2569 return 0; 2321 return 0;
2570} 2322}
2571 2323
2572int 2324int
2573save_life (object *op) 2325save_life (object *op)
2574{ 2326{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2328 return 0;
2579 2329
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2332 {
2583 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);
2584 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));
2585 2335
2593 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2594 2344
2595 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2596 op->stats.food = 999; 2346 op->stats.food = 999;
2597 2347
2598 fix_player (op); 2348 op->update_stats ();
2599 return 1; 2349 return 1;
2600 } 2350 }
2351
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2355 return 0;
2605} 2356}
2614{ 2365{
2615 object *next; 2366 object *next;
2616 2367
2617 while (op) 2368 while (op)
2618 { 2369 {
2619 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' */
2620 * we remove object 'op' 2371
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2373 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2630 } 2378 }
2631 else if (op->inv) 2379 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2633 op = next; 2382 op = next;
2634 } 2383 }
2635} 2384}
2636
2637 2385
2638/* 2386/*
2639 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2403 else
2656 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2407 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2660 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);
2661 else 2410 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2414 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2666 { 2416 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2419 strcat (buf2, buf);
2670 } 2420 }
2421
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2674 return buf2; 2426 return buf2;
2675} 2427}
2676
2677
2678 2428
2679void 2429void
2680do_some_living (object *op) 2430do_some_living (object *op)
2681{ 2431{
2682 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2691 const int max_grace = 1; 2441 const int max_grace = 1;
2692 2442
2693 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2694 { 2444 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2698 } 2448 }
2699 2449
2700 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2701 { 2451 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2456 else
2708 { 2457 {
2709 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2460 }
2461
2712 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2464 else
2715 { 2465 {
2716 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2468 }
2469
2719 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2472 else
2722 { 2473 {
2723 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2739 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2492 op->stats.food = last_food;
2742 } 2493 }
2743 } 2494 }
2495
2744 if (max_sp > 1) 2496 if (max_sp > 1)
2745 { 2497 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2499 if (over_sp > 0)
2748 { 2500 {
2749 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2750 { 2502 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2752 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))
2753 op->stats.sp--; 2506 op->stats.sp--;
2507
2754 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2756 } 2510 }
2757 op->last_sp = 0; 2511 op->last_sp = 0;
2758 } 2512 }
2759 else 2513 else
2760 {
2761 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);
2762 }
2763 } 2515 }
2764 else 2516 else
2765 {
2766 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);
2767 }
2768 } 2518 }
2769 2519
2770 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2773 { 2523 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2776 if (max_grace > 1) 2527 if (max_grace > 1)
2777 { 2528 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2530 if (over_grace > 0)
2780 { 2531 {
2808 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2561 op->stats.food = last_food;
2811 } 2562 }
2812 } 2563 }
2564
2813 if (max_hp > 1) 2565 if (max_hp > 1)
2814 { 2566 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2568 if (over_hp > 0)
2817 { 2569 {
2841 2593
2842 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2596 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2846 /* dms do not consume food */ 2599 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2601 op->stats.food--;
2849 } 2602 }
2850 }
2851 2603
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2605 {
2854 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2855 2607
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2609 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2617 break;
2866 } 2618 }
2867 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2868 flesh = tmp; 2620 flesh = tmp;
2869 } /* End if paid for object */ 2621 } /* End if paid for object */
2870 } /* end of for loop */ 2622 } /* end of for loop */
2623
2871 /* 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
2872 * eat flesh instead. 2625 * eat flesh instead.
2873 */ 2626 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2628 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2878 } 2631 }
2879 } /* end if player is starving */ 2632 }
2880 2633
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2883 2636
2884 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))
2885 kill_player (op); 2638 kill_player (op);
2639 }
2886} 2640}
2887
2888
2889 2641
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2645 * file.
2923 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!");
2924 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...");
2925 2677
2926 /* restore player */ 2678 /* restore player */
2927 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2681 {
2931 tmp->destroy (); 2682 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2684 }
2934 2685
2935 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2688 {
2939 tmp->destroy (); 2689 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2691 }
2942 2692
2944 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2696 op->stats.food = 999;
2947 2697
2948 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2700 {
2952 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2702 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2706 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2960 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2710 }
2963 2711
2964 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2714 op->contr->braced = 0;
2971 2719
2972 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2973 2721
2974 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2975 { 2723 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2985 } 2726 }
2986 else 2727 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2996 } 2729
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2731
2999 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3000 x = op->x; 2733 x = op->x;
3001 y = op->y; 2734 y = op->y;
3002 map = op->map; 2735 map = op->map;
3003 2736
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2740 */
3011 2741
3012 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2744 * of death.
3015 */ 2745 */
3016#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3018 { 2748 {
3019 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2751 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2754 little bit harder. */
3025 /* GD */ 2755 /* GD */
3026 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2757 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2758 else
3032 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3033 num_stats_lose = 1; 2762 num_stats_lose = 1;
3034 } 2763
3035 lost_a_stat = 0; 2764 lost_a_stat = 0;
3036 2765
3037 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3038 { 2767 {
3039 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3040 2769
3041 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3042 { 2771 {
3043 /* 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
3044 * what he lost. 2773 * what he lost.
3045 */ 2774 */
3046 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 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);
3052 } 2793 }
3053 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3054 { 2796 {
3055 /* deplete a stat */ 2797 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3057 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3058 2800 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2801 {
3062 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3064 } 2804
3065 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 if (this_stat < 0) 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)
3072 { 2811 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2812 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2814 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2815 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2816 else
3107 if (this_stat >= -50)
3108 { 2817 {
3109 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 lost_a_stat = 1; 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"); */
3114 } 2823 }
3115 } 2824 }
3116 } 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 }
3117 } 2844 }
2845 }
2846 }
3118 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2848 if (!lost_a_stat)
3120 { 2849 {
3121 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3124 2853
3125 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3126 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3127 else 2856 else
3128 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.");
3129 } 2858 }
3130#else 2859#else
3131 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.");
3132#endif 2861#endif
3133 2862
3134 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2864 * exp loss on the stone.
3136 */ 2865 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2868 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3142 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3143 tmp->msg = buf; 2872 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2875
3147 /**************************************/ 2876 /**************************************/
3148 /* */ 2877 /* */
3149 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3152 /* */ 2881 /* */
3153 /**************************************/ 2882 /**************************************/
3154 2883
3155 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2885 /* restore player */
3157 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3159 2888
3160 if (tmp) 2889 if (tmp)
3161 { 2890 {
3162 tmp->destroy (); 2891 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2893 }
3165 2894
3166 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2897 if (tmp)
3169 { 2898 {
3170 tmp->destroy (); 2899 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2901 }
3173 2902
3174 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3175 2904
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3179 op->stats.food = 900; 2908 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2912
3184 /* 2913 /*
3185 * 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
3186 * 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
3187 * in the map. 2916 * in the map.
3188 */ 2917 */
3189 2918
3190 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3192 2921
3193 /****************************************/ 2922 /****************************************/
3194 /* */ 2923 /* */
3195 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3197 /* */ 2926 /* */
3198 /****************************************/ 2927 /****************************************/
3199 2928
3200 enter_player_savebed (op); 2929 enter_player_savebed (op);
3201 2930
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2931 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2932
3208 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2936 * on the space that might harm the player.
3212 */ 2937 */
3213 will_kill_again = 0; 2938 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3217 2942
3218 if (will_kill_again) 2943 if (will_kill_again)
3219 { 2944 {
3220 object *force; 2945 object *force;
3221 int at; 2946 int at;
3222 2947
3223 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2950 force->speed = 0.1;
3226 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3227 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2955 force->resist[at] = 100;
3231 2956
3232 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3233 fix_player (op); 2958 op->update_stats ();
3234 2959
3235 } 2960 }
3236 2961
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2963}
3306
3307 2964
3308void 2965void
3309loot_object (object *op) 2966loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3312 2969
3313 if (op->container) 2970 if (op->container)
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3316 }
3317 2972
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3319 { 2974 {
3320 next = tmp->below; 2975 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3322 continue; 2978 continue;
2979
3323 tmp->remove (); 2980 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3325 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2983 { /* empty container to ground */
3327 loot_object (tmp); 2984 loot_object (tmp);
3349 */ 3006 */
3350 3007
3351void 3008void
3352fix_weight (void) 3009fix_weight (void)
3353{ 3010{
3354 player *pl; 3011 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 3012 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 3014
3360 if (old == sum) 3015 if (old == sum)
3361 continue; 3016 continue;
3362 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3363 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);
3364 } 3019 }
3365} 3020}
3366 3021
3367void 3022void
3368fix_luck (void) 3023fix_luck (void)
3369{ 3024{
3370 player *pl; 3025 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3375} 3028}
3376
3377 3029
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3381 */ 3033 */
3382
3383void 3034void
3384cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3385{ 3036{
3386 object *skop, *spob; 3037 object *skop, *spob;
3387 3038
3432 object *tmp = NULL; 3083 object *tmp = NULL;
3433 3084
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3086 return 1;
3436 3087
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3088 return 0;
3443} 3089}
3444 3090
3445/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3502 3148
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3150
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3509 { 3154 {
3510 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!");
3511 make_visible (op); 3156 make_visible (op);
3512 return; 3157 return;
3513 } 3158 }
3514 else 3159 else
3515 num += 20; 3160 num += 20;
3516 } 3161
3517 num += op->map->difficulty; 3162 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3164 num -= hide;
3165
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3167 {
3522 make_visible (op); 3168 make_visible (op);
3523 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3524 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!");
3525 } 3171 }
3526 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3174}
3531 3175
3532/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3533 3177
3534int 3178int
3561 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3562 continue; 3206 continue;
3563 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)))
3564 continue; 3208 continue;
3565 3209
3566 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)
3567 { 3211 {
3568 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))
3569 return 1; 3213 return 1;
3570 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3571 { 3215 {
3601 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3602 { 3246 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3248 return -1;
3605 } 3249 }
3250
3606 if (!pl || !op) 3251 if (!pl || !op)
3607 return 0; 3252 return 0;
3608 3253
3609 if (op->head)
3610 {
3611 op = op->head; 3254 op = op->head_ ();
3612 } 3255
3613 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3614 3257
3615 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3259 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3625 3268
3626 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3271 * for any meaningful values.
3629 */ 3272 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3276 return 1;
3634 op = op->more; 3277 op = op->more;
3635 } 3278 }
3636 return 0; 3279 return 0;
3637} 3280}
3747 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3748 return; 3391 return;
3749 3392
3750 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++);
3751 3394
3752 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3753 { 3396 {
3754 /* 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]); */
3755 return; 3398 return;
3756 } 3399 }
3757 3400
3823 { 3466 {
3824 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3468 object *skin;
3826 3469
3827 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3473 ;
3474
3829 if (skin == NULL) 3475 if (!skin)
3830 return; 3476 return;
3831 3477
3832 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3480 {
3879 * not readied. 3525 * not readied.
3880 */ 3526 */
3881void 3527void
3882player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3883{ 3529{
3884 rangetype i;
3885
3886 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))
3887 {
3888 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3889 { 3532 {
3890 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3891 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3894 }
3895 } 3536 }
3896 }
3897} 3537}

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