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Comparing deliantra/server/server/player.C (file contents):
Revision 1.33 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
319/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
321 * mode. 369 * mode.
322 */ 370 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
328 375
329 p = get_player (NULL); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 377 set_first_map (pl->ob);
343 378
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 379 return pl;
352} 380}
353 381
354/* 382/*
355 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
365 { 393 {
366 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
367 at = first_archetype; 395 at = first_archetype;
368 else 396 else
369 at = at->next; 397 at = at->next;
398
370 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
371 return at; 400 return at;
401
372 if (at == start) 402 if (at == start)
373 { 403 {
374 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 405 exit (-1);
376 } 406 }
377 } 407 }
378} 408}
379 409
380
381object * 410object *
382get_nearest_player (object *mon) 411get_nearest_player (object *mon)
383{ 412{
384 object *op = NULL; 413 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 414 objectlink *ol;
387 unsigned lastdist; 415 unsigned lastdist;
388 rv_vector rv; 416 rv_vector rv;
389 417
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 419 {
392 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 427 object *tmp = ol->ob;
400 428
401 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 430 * itself will have been cleared.
403 */ 431 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
405 ol = ol->next; 434 ol = ol->next;
406 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
407 if (!ol) 436 if (!ol)
408 return op; 437 return op;
409 } 438 }
422 { 451 {
423 op = ol->ob; 452 op = ol->ob;
424 lastdist = rv.distance; 453 lastdist = rv.distance;
425 } 454 }
426 } 455 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 456
428 { 457 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
433 { 460 {
434 op = pl->ob; 461 op = pl->ob;
435 lastdist = rv.distance; 462 lastdist = rv.distance;
436 } 463 }
437 } 464
438 }
439#if 0 465#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 467#endif
442 return op; 468 return op;
443} 469}
461 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 489 * is probably not a good thing.
464 */ 490 */
465#define MAX_SPACES 50 491#define MAX_SPACES 50
466
467 492
468/* 493/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
710 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
711 link_player_skills (pl); 736 link_player_skills (pl);
712} 737}
713 738
714void 739void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
799{ 741{
800 if (party == NULL) 742 if (party == NULL)
801 { 743 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 745 return;
804 } 746 }
747
805 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 752}
810
811 753
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 755static int
814roll_stat (void) 756roll_stat (void)
815{ 757{
816 int a[4], i, j, k; 758 int a[4], i, j, k;
817 759
818 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
820 762
821 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 764 if (a[i] < k)
823 k = a[i], j = i; 765 k = a[i], j = i;
824 766
825 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 768 if (i != j)
828 k += a[i]; 769 k += a[i];
829 } 770
830 return k; 771 return k;
831} 772}
832 773
833void 774void
834roll_stats (object *op) 775object::roll_stats ()
835{ 776{
836 int sum = 0;
837 int i = 0, j = 0;
838 int statsort[7]; 777 int statsort [7];
839 778
840 do 779 for (;;)
841 {
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 } 780 {
851 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
852 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
853 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 791
862 /* a quick and dirty bubblesort? */
863 do
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878
879 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
880 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
881 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
882 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
883 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
886 799
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 800 stats.exp = 0;
898 op->stats.ac = 0; 801 stats.ac = 0;
899 802
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
908 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
909} 815}
910 816
911void 817void
912Roll_Again (object *op) 818object::swap_stats (int a, int b)
913{ 819{
914 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
917}
918 823
919void 824 stats.Str = contr->orig_stats.Str;
920Swap_Stat (object *op, int Swap_Second) 825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
921{ 856{
922 signed char tmp;
923 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
924 858
925 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 863}
1040 864
1041/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1045 * not the class. 869 * not the class.
1046 */ 870 */
1047
1048int 871int
1049key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1050{ 873{
1051 int tmp_loop; 874 int tmp_loop;
1052 875
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D') 876 if (key == 'd' || key == 'D')
1060 { 877 {
1061 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1062 879
1063 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
882
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
1066 886
1067 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1069 889
1070 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1071 891
1072 if (op->msg) 892 if (op->msg)
1073 op->msg = NULL; 893 op->msg = NULL;
1074 894
1075 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1076 * to save here. 896 * to save here.
1077 */ 897 */
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079 make_path_to_file (buf); 899 make_path_to_file (buf);
1080 900
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 901 start_info (op);
1085 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1087 link_player_skills (op); 904 link_player_skills (op);
1088 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1089 fix_player (op); 906 op->update_stats ();
1090 907
1091 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1092 * is one for this race 909 * is one for this race
1093 */ 910 */
1094 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1095 { 912 {
1096 object *tmp; 913 object *tmp;
1097 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1098 915
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1100 tmp = object::create (); 917 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1103 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1106 * default initial map */ 923 * default initial map */
1107 tmp->destroy (); 924 tmp->destroy ();
1108 } 925 }
1109 else 926 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 928
1113 return 0; 929 return 0;
1114 } 930 }
1115 931
1116 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1121 while (!tmp_loop) 937 while (!tmp_loop)
1122 { 938 {
1123 shstr name = op->name; 939 shstr name = op->name;
1124 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1125 941
1126 remove_statbonus (op); 942 op->remove_statbonus ();
1127 op->remove (); 943 op->remove ();
1128 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1129 op->arch->clone.copy_to (op); 945 op->arch->clone.copy_to (op);
1130 op->instantiate (); 946 op->instantiate ();
1131 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1133 op->x = x; 949 op->x = x;
1134 op->y = y; 950 op->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1137 assign (op->contr->title, op->arch->clone.name); 953 assign (op->contr->title, op->arch->clone.name);
1138 add_statbonus (op); 954 op->add_statbonus ();
1139 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1140 } 956 }
1141 957
1142 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1144 fix_player (op); 960 op->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1147 op->stats.grace = 0; 963 op->stats.grace = 0;
1148 964
1149 if (op->msg) 965 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151 967
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0; 969 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 970}
1204 971
1205void 972void
1206flee_player (object *op) 973flee_player (object *op)
1207{ 974{
1237 { 1004 {
1238 op->enemy = NULL; 1005 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1007 return;
1241 } 1008 }
1009
1242 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1243 1011
1244 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1246 { 1014 {
1247 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1248 1016
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1018 return;
1252 }
1253 } 1019 }
1020
1254 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1023 op->enemy = NULL;
1257} 1024}
1258 1025
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1113 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1118 }
1119
1380 /* philosophy: 1120 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1121 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1124 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1125 * example.
1386 * The drawback: right now it has no frontend, so you need to 1126 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1127 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1814 if (!dir) 1554 if (!dir)
1815 { 1555 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1557 return 0;
1818 } 1558 }
1559
1819 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1820 bow = op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1821 else 1562 else
1822 { 1563 {
1823 for (bow = op->inv; bow; bow = bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1831 { 1572 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1574 return 0;
1834 } 1575 }
1835 } 1576 }
1577
1836 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1837 { 1579 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1581 return 0;
1840 } 1582 }
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 1585
1844 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1847 if (bowspeed < 1) 1590 if (bowspeed < 1)
1848 bowspeed = 1; 1591 bowspeed = 1;
1849 1592
1850 if (arrow == NULL) 1593 if (arrow == NULL)
1851 { 1594 {
1857 else 1600 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1859 return 0; 1602 return 0;
1860 } 1603 }
1861 } 1604 }
1605
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1607 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1608 return 0;
1866 } 1609
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1611 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1613 return 0;
1871 } 1614 }
1877 return 0; 1620 return 0;
1878 } 1621 }
1879 1622
1880 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1625 if (!arrow)
1883 { 1626 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1628 return 0;
1886 } 1629 }
1887 set_owner (arrow, op); 1630
1631 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1633 arrow->direction = dir;
1891 arrow->x = sx;
1892 arrow->y = sy;
1893 1634
1894 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1895 { 1636 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op); 1638 op->update_stats ();
1898 } 1639 }
1899 1640
1900 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1906 1647
1907 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper. 1649 * added to the damage. I think the strength bonus is more proper.
1909 */ 1650 */
1910 1651
1912 1653
1913 /* update the speed */ 1654 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916 1657
1917 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1921 1660
1922 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1923 { 1662 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1934 } 1673 }
1935 1674
1936 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1937 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1938 1677
1939 if (bow->slaying != NULL) 1678 if (bow->slaying)
1940 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1941 1680
1942 arrow->map = m;
1943 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1683
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1948 1686
1949 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1688 move_arrow (arrow);
1951 1689
1952 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1978 } 1716 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1718 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1720 wcmod = -1;
1721
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1723 }
1985 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1986 { 1725 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2057 1796
2058 if (item->arch) 1797 if (item->arch)
2059 { 1798 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2062 item->speed = 0; 1801 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1802 }
1803
2065 if ((tmp = is_player_inv (item))) 1804 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1806 }
2068 } 1807 }
2069 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1809 drain_rod_charge (item);
2072 }
2073 } 1810 }
2074} 1811}
2075 1812
2076/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2077 */ 1814 */
2116 { 1853 {
2117 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return; 1856 return;
2120 } 1857 }
1858
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return; 1860 return;
2123 case range_builder: 1861 case range_builder:
2124 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2125 return; 1863 return;
2126 default: 1864 default:
2220 * 0 otherwise 1958 * 0 otherwise
2221 */ 1959 */
2222static int 1960static int
2223player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2224{ 1962{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2229 */ 1966 */
2230 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2268 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2272 */ 2009 */
2273
2274void 2010void
2275move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2276{ 2012{
2277 object *tmp, *mon; 2013 object *tmp, *mon;
2278 sint16 nx, ny; 2014 sint16 nx, ny;
2280 maptile *m; 2016 maptile *m;
2281 2017
2282 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2284 2020
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2286 2022
2287 /* If braced, or can't move to the square, and it is not out of the 2023 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2024 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2025 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2295 */ 2031 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 { 2033 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2035 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2301 if (!m) 2037 if (!m)
2302 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2303 } 2039 }
2304 else 2040 else
2305 m = op->map; 2041 m = op->map;
2306 2042
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2044 return;
2311 }
2312 2045
2313 mon = NULL; 2046 mon = 0;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2050 * on the space
2318 */ 2051 */
2319 while (tmp != NULL) 2052 while (tmp)
2320 { 2053 {
2321 if (tmp == op) 2054 if (tmp == op)
2322 { 2055 {
2323 tmp = tmp->above; 2056 tmp = tmp->above;
2324 continue; 2057 continue;
2334 mon = tmp; 2067 mon = tmp;
2335 2068
2336 tmp = tmp->above; 2069 tmp = tmp->above;
2337 } 2070 }
2338 2071
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2073 return; /* into a wall */
2341 2074
2342 if (mon->head != NULL) 2075 if (mon->head)
2343 mon = mon->head; 2076 mon = mon->head;
2344 2077
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2347 return; 2080 return;
2359 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2360 */ 2093 */
2361 if ((op->type == PLAYER) 2094 if ((op->type == PLAYER)
2362#if COZY_SERVER 2095#if COZY_SERVER
2363 && 2096 &&
2364 ((get_owner (mon) && get_owner (mon)->contr 2097 ((mon->owner && mon->owner->contr
2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2366#else 2099#else
2367 && get_owner (mon) == op 2100 && mon->owner == op
2368#endif 2101#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2103 {
2371 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2105 if (op->contr->braced)
2373 return; 2106 return;
2107
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2111 make_visible (op);
2112
2378 return; 2113 return;
2379 } 2114 }
2380 2115
2381 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2384 * attack them either. 2119 * attack them either.
2385 */ 2120 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2124 (op->contr->peaceful
2390 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2391 && mon->contr-> 2126 && mon->contr->
2392 peaceful)) && 2127 peaceful)) &&
2393#else 2128#else
2394 op->contr->peaceful && 2129 op->contr->peaceful &&
2395#endif 2130#endif
2396 !on_battleground)) 2131 !on_battleground))
2397 { 2132 {
2398 if (!op->contr->braced) 2133 if (!op->contr->braced)
2399 { 2134 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2402 } 2137 }
2403 else 2138 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2140
2407 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2142 make_visible (op);
2409 } 2143 }
2410 2144
2411 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2422 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2160 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2163 {
2431 2164
2432 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2440 2173
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2175 }
2443 2176
2444 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2445 2178
2446 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2182 * the wiz.
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 { 2185 {
2453 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2454 2187
2455 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2458 } 2191 }
2192
2459 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2460 make_visible (op); 2194 make_visible (op);
2461 } 2195 }
2462 } /* if player should attack something */ 2196 } /* if player should attack something */
2463} 2197}
2465int 2199int
2466move_player (object *op, int dir) 2200move_player (object *op, int dir)
2467{ 2201{
2468 int pick; 2202 int pick;
2469 2203
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2205 return 0;
2472 2206
2473 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2475 { 2209 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2211 return 0;
2478 } 2212 }
2479 2213
2480 /* peterm: added following line */ 2214 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2217
2484 op->facing = dir; 2218 op->facing = dir;
2485 2219
2486 if (op->hide) 2220 if (op->hide)
2487 do_hidden_move (op); 2221 do_hidden_move (op);
2498 2232
2499 /* Add special check for newcs players and fire on - this way, the 2233 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2234 * server can handle repeat firing.
2501 */ 2235 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2237 op->direction = dir;
2505 }
2506 else 2238 else
2507 {
2508 op->direction = 0; 2239 op->direction = 0;
2509 } 2240
2510 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2243 * for players.
2513 */ 2244 */
2514 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2566 2297
2567 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2300 * called, so we recheck it here.
2570 */ 2301 */
2571 HandleClient (&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2572 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2573 return 0; 2306 {
2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2308 {
2577 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2310 op->speed_left--;
2579 2311
2580 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2583 */ 2315 */
2584 move_player (op, op->direction); 2316 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2317
2586 return 1; 2318 return op->speed_left > 0;
2587 else 2319 }
2588 return 0;
2589 } 2320 }
2321
2590 return 0; 2322 return 0;
2591} 2323}
2592 2324
2593int 2325int
2594save_life (object *op) 2326save_life (object *op)
2595{ 2327{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2329 return 0;
2600 2330
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2333 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2336
2614 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2615 2345
2616 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2617 op->stats.food = 999; 2347 op->stats.food = 999;
2618 2348
2619 fix_player (op); 2349 op->update_stats ();
2620 return 1; 2350 return 1;
2621 } 2351 }
2352
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2356 return 0;
2626} 2357}
2635{ 2366{
2636 object *next; 2367 object *next;
2637 2368
2638 while (op) 2369 while (op)
2639 { 2370 {
2640 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2641 * we remove object 'op' 2372
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2374 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2651 } 2379 }
2652 else if (op->inv) 2380 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2654 op = next; 2383 op = next;
2655 } 2384 }
2656} 2385}
2657
2658 2386
2659/* 2387/*
2660 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2404 else
2677 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2408 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2411 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2415 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2687 { 2417 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2420 strcat (buf2, buf);
2691 } 2421 }
2422
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2695 return buf2; 2427 return buf2;
2696} 2428}
2697
2698
2699 2429
2700void 2430void
2701do_some_living (object *op) 2431do_some_living (object *op)
2702{ 2432{
2703 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2712 const int max_grace = 1; 2442 const int max_grace = 1;
2713 2443
2714 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2715 { 2445 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2449 }
2720 2450
2721 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2722 { 2452 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2457 else
2729 { 2458 {
2730 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2461 }
2462
2733 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2465 else
2736 { 2466 {
2737 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2469 }
2470
2740 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2473 else
2743 { 2474 {
2744 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2760 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2493 op->stats.food = last_food;
2763 } 2494 }
2764 } 2495 }
2496
2765 if (max_sp > 1) 2497 if (max_sp > 1)
2766 { 2498 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2500 if (over_sp > 0)
2769 { 2501 {
2770 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2771 { 2503 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2507 op->stats.sp--;
2508
2775 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2777 } 2511 }
2778 op->last_sp = 0; 2512 op->last_sp = 0;
2779 } 2513 }
2780 else 2514 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2516 }
2785 else 2517 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2519 }
2790 2520
2791 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2794 { 2524 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2797 if (max_grace > 1) 2528 if (max_grace > 1)
2798 { 2529 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2531 if (over_grace > 0)
2801 { 2532 {
2829 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2562 op->stats.food = last_food;
2832 } 2563 }
2833 } 2564 }
2565
2834 if (max_hp > 1) 2566 if (max_hp > 1)
2835 { 2567 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2569 if (over_hp > 0)
2838 { 2570 {
2862 2594
2863 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2597 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2867 /* dms do not consume food */ 2600 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2602 op->stats.food--;
2870 } 2603 }
2871 }
2872 2604
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2606 {
2875 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2876 2608
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2610 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2618 break;
2887 } 2619 }
2888 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2889 flesh = tmp; 2621 flesh = tmp;
2890 } /* End if paid for object */ 2622 } /* End if paid for object */
2891 } /* end of for loop */ 2623 } /* end of for loop */
2624
2892 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2626 * eat flesh instead.
2894 */ 2627 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2629 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2899 } 2632 }
2900 } /* end if player is starving */ 2633 }
2901 2634
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2904 2637
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2639 kill_player (op);
2640 }
2907} 2641}
2908
2909
2910 2642
2911/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2646 * file.
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2678
2947 /* restore player */ 2679 /* restore player */
2948 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2682 {
2952 tmp->destroy (); 2683 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2685 }
2955 2686
2956 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2689 {
2960 tmp->destroy (); 2690 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2692 }
2963 2693
2965 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2697 op->stats.food = 999;
2968 2698
2969 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2701 {
2973 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2703 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2707 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2981 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2711 }
2984 2712
2985 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2715 op->contr->braced = 0;
2992 2720
2993 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2994 2722
2995 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2996 { 2724 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3006 } 2727 }
3007 else 2728 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3017 } 2730
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2732
3020 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3021 x = op->x; 2734 x = op->x;
3022 y = op->y; 2735 y = op->y;
3023 map = op->map; 2736 map = op->map;
3024 2737
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
3031 */ 2741 */
3032 2742
3033 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2745 * of death.
3036 */ 2746 */
3037#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3039 { 2749 {
3040 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2752 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2755 little bit harder. */
3046 /* GD */ 2756 /* GD */
3047 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2758 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2759 else
3053 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3054 num_stats_lose = 1; 2763 num_stats_lose = 1;
3055 } 2764
3056 lost_a_stat = 0; 2765 lost_a_stat = 0;
3057 2766
3058 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3059 { 2768 {
3060 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3061 2770
3062 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3063 { 2772 {
3064 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3065 * what he lost. 2774 * what he lost.
3066 */ 2775 */
3067 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3073 } 2794 }
3074 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3075 { 2797 {
3076 /* deplete a stat */ 2798 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3078 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3079 2801 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2802 {
3083 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3085 } 2805
3086 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2812 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2813 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2815 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2816 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2817 else
3128 if (this_stat >= -50)
3129 { 2818 {
3130 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2824 }
3136 } 2825 }
3137 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3138 } 2845 }
2846 }
2847 }
3139 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2849 if (!lost_a_stat)
3141 { 2850 {
3142 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3145 2854
3146 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2857 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2859 }
3151#else 2860#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2862#endif
3154 2863
3155 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2865 * exp loss on the stone.
3157 */ 2866 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2869 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3163 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2872 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3164 tmp->msg = buf; 2873 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2876
3168 /**************************************/ 2877 /**************************************/
3169 /* */ 2878 /* */
3170 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3173 /* */ 2882 /* */
3174 /**************************************/ 2883 /**************************************/
3175 2884
3176 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2886 /* restore player */
3178 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3180 2889
3181 if (tmp) 2890 if (tmp)
3182 { 2891 {
3183 tmp->destroy (); 2892 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2894 }
3186 2895
3187 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2898 if (tmp)
3190 { 2899 {
3191 tmp->destroy (); 2900 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2902 }
3194 2903
3195 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3196 2905
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3200 op->stats.food = 900; 2909 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2913
3205 /* 2914 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player is in a shop. IF so, then check to see if
3207 * the player has any unpaid items. If so, remove them and put them back 2916 * the player has any unpaid items. If so, remove them and put them back
3208 * in the map. 2917 * in the map.
3209 */ 2918 */
3210 2919
3211 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3213 2922
3214 /****************************************/ 2923 /****************************************/
3215 /* */ 2924 /* */
3216 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3218 /* */ 2927 /* */
3219 /****************************************/ 2928 /****************************************/
3220 2929
3221 enter_player_savebed (op); 2930 enter_player_savebed (op);
3222 2931
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2932 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2933
3229 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2937 * on the space that might harm the player.
3233 */ 2938 */
3234 will_kill_again = 0; 2939 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3238 2943
3239 if (will_kill_again) 2944 if (will_kill_again)
3240 { 2945 {
3241 object *force; 2946 object *force;
3242 int at; 2947 int at;
3243 2948
3244 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2951 force->speed = 0.1;
3247 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3248 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2956 force->resist[at] = 100;
3252 2957
3253 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3254 fix_player (op); 2959 op->update_stats ();
3255 2960
3256 } 2961 }
3257 2962
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2964}
3327
3328 2965
3329void 2966void
3330loot_object (object *op) 2967loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3333 2970
3334 if (op->container) 2971 if (op->container)
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3337 }
3338 2973
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3340 { 2975 {
3341 next = tmp->below; 2976 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2977
2978 if (tmp->invisible)
3343 continue; 2979 continue;
2980
3344 tmp->remove (); 2981 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3346 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2984 { /* empty container to ground */
3348 loot_object (tmp); 2985 loot_object (tmp);
3349 } 2986 }
3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3351 { 2988 {
3352 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3353 { 2990 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2992 tmp2->destroy ();
3370 */ 3007 */
3371 3008
3372void 3009void
3373fix_weight (void) 3010fix_weight (void)
3374{ 3011{
3375 player *pl; 3012 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 3013 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 3015
3381 if (old == sum) 3016 if (old == sum)
3382 continue; 3017 continue;
3383 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 3020 }
3386} 3021}
3387 3022
3388void 3023void
3389fix_luck (void) 3024fix_luck (void)
3390{ 3025{
3391 player *pl; 3026 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3396} 3029}
3397
3398 3030
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3402 */ 3034 */
3403
3404void 3035void
3405cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3406{ 3037{
3407 object *skop, *spob; 3038 object *skop, *spob;
3408 3039
3453 object *tmp = NULL; 3084 object *tmp = NULL;
3454 3085
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3087 return 1;
3457 3088
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3089 return 0;
3464} 3090}
3465 3091
3466/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3523 3149
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3151
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3530 { 3155 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3157 make_visible (op);
3533 return; 3158 return;
3534 } 3159 }
3535 else 3160 else
3536 num += 20; 3161 num += 20;
3537 } 3162
3538 num += op->map->difficulty; 3163 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3165 num -= hide;
3166
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3168 {
3543 make_visible (op); 3169 make_visible (op);
3544 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3172 }
3547 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3175}
3552 3176
3553/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3554 3178
3555int 3179int
3582 if (mflags & P_OUT_OF_MAP) 3206 if (mflags & P_OUT_OF_MAP)
3583 continue; 3207 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3209 continue;
3586 3210
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3212 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3214 return 1;
3591 else if (tmp->type == PLAYER) 3215 else if (tmp->type == PLAYER)
3592 { 3216 {
3622 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3623 { 3247 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3249 return -1;
3626 } 3250 }
3251
3627 if (!pl || !op) 3252 if (!pl || !op)
3628 return 0; 3253 return 0;
3629 3254
3630 if (op->head)
3631 {
3632 op = op->head; 3255 op = op->head_ ();
3633 } 3256
3634 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3635 3258
3636 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3260 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3646 3269
3647 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3271 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3272 * for any meaningful values.
3650 */ 3273 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3277 return 1;
3655 op = op->more; 3278 op = op->more;
3656 } 3279 }
3657 return 0; 3280 return 0;
3658} 3281}
3768 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3769 return; 3392 return;
3770 3393
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3395
3773 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3774 { 3397 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3399 return;
3777 } 3400 }
3778 3401
3844 { 3467 {
3845 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3469 object *skin;
3847 3470
3848 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3850 if (skin == NULL) 3476 if (!skin)
3851 return; 3477 return;
3852 3478
3853 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3481 {
3900 * not readied. 3526 * not readied.
3901 */ 3527 */
3902void 3528void
3903player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3904{ 3530{
3905 rangetype i;
3906
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908 {
3909 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3910 { 3533 {
3911 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3912 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3915 }
3916 } 3537 }
3917 }
3918} 3538}

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