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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.99 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284}
285
286/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
287static void 154static void
288set_first_map (object *op) 155set_first_map (object *op)
289{ 156{
290 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
291 op->x = -1; 158 op->x = -1;
292 op->y = -1; 159 op->y = -1;
293 enter_exit (op, NULL);
294} 160}
295 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 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
296/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
298 * mode. 369 * mode.
299 */ 370 */
300 371player *
301int 372player::create ()
302add_player (client_socket *ns)
303{ 373{
304 player *p = new player; 374 player *pl = new player;
305 375
306 p->socket = ns; 376 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308
309 p->next = first_player;
310 first_player = p;
311
312 p = get_player (p);
313
314 set_first_map (p->ob); 377 set_first_map (pl->ob);
315 378
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 379 return pl;
324} 380}
325 381
326/* 382/*
327 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
337 { 393 {
338 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
339 at = first_archetype; 395 at = first_archetype;
340 else 396 else
341 at = at->next; 397 at = at->next;
398
342 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
343 return at; 400 return at;
401
344 if (at == start) 402 if (at == start)
345 { 403 {
346 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 405 exit (-1);
348 } 406 }
349 } 407 }
350} 408}
351 409
352
353object * 410object *
354get_nearest_player (object *mon) 411get_nearest_player (object *mon)
355{ 412{
356 object *op = NULL; 413 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 414 objectlink *ol;
359 unsigned lastdist; 415 unsigned lastdist;
360 rv_vector rv; 416 rv_vector rv;
361 417
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 419 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 427 object *tmp = ol->ob;
372 428
373 /* 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
374 * itself will have been cleared. 430 * itself will have been cleared.
375 */ 431 */
376 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 ());
377 ol = ol->next; 434 ol = ol->next;
378 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
379 if (!ol) 436 if (!ol)
380 return op; 437 return op;
381 } 438 }
394 { 451 {
395 op = ol->ob; 452 op = ol->ob;
396 lastdist = rv.distance; 453 lastdist = rv.distance;
397 } 454 }
398 } 455 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 456
400 { 457 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
405 { 460 {
406 op = pl->ob; 461 op = pl->ob;
407 lastdist = rv.distance; 462 lastdist = rv.distance;
408 } 463 }
409 } 464
410 }
411#if 0 465#if 0
412 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)");
413#endif 467#endif
414 return op; 468 return op;
415} 469}
433 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 489 * is probably not a good thing.
436 */ 490 */
437#define MAX_SPACES 50 491#define MAX_SPACES 50
438
439 492
440/* 493/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
682 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
683 link_player_skills (pl); 736 link_player_skills (pl);
684} 737}
685 738
686void 739void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
771{ 741{
772 if (party == NULL) 742 if (party == NULL)
773 { 743 {
774 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);
775 return; 745 return;
776 } 746 }
747
777 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
780 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:");
781} 752}
782
783 753
784/* 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. */
785int 755static int
786roll_stat (void) 756roll_stat (void)
787{ 757{
788 int a[4], i, j, k; 758 int a[4], i, j, k;
789 759
790 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
792 762
793 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 764 if (a[i] < k)
795 k = a[i], j = i; 765 k = a[i], j = i;
796 766
797 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 768 if (i != j)
800 k += a[i]; 769 k += a[i];
801 } 770
802 return k; 771 return k;
803} 772}
804 773
805void 774void
806roll_stats (object *op) 775object::roll_stats ()
807{ 776{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 777 int statsort [7];
811 778
812 do 779 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 780 {
823 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
824 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
825 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 791
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
858 799
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 800 stats.exp = 0;
870 op->stats.ac = 0; 801 stats.ac = 0;
871 802
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
881} 815}
882 816
883void 817void
884Roll_Again (object *op) 818object::swap_stats (int a, int b)
885{ 819{
886 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
889}
890 823
891void 824 stats.Str = contr->orig_stats.Str;
892Swap_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)
893{ 856{
894 signed char tmp;
895 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
896 858
897 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 863}
1012 864
1013/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1017 * not the class. 869 * not the class.
1018 */ 870 */
1019
1020int 871int
1021key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1022{ 873{
1023 int tmp_loop; 874 int tmp_loop;
1024 875
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D') 876 if (key == 'd' || key == 'D')
1032 { 877 {
1033 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1034 879
1035 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1040 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, op, 0, 0, 0);
1041 886
1042 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1044 889
1045 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1046 891
1047 if (op->msg) 892 if (op->msg)
1048 op->msg = NULL; 893 op->msg = NULL;
1049 894
1050 /* 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
1051 * to save here. 896 * to save here.
1052 */ 897 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf); 899 make_path_to_file (buf);
1055 900
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 901 start_info (op);
1060 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1062 link_player_skills (op); 904 link_player_skills (op);
1063 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1064 fix_player (op); 906 op->update_stats ();
1065 907
1066 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1067 * is one for this race 909 * is one for this race
1068 */ 910 */
1069 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1070 { 912 {
1071 object *tmp; 913 object *tmp;
1072 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1073 915
1074 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);
1075 tmp = object::create (); 917 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1079 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;
1080 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1081 * default initial map */ 923 * default initial map */
1082 tmp->destroy (); 924 tmp->destroy ();
1083 } 925 }
1084 else 926 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 928
1088 return 0; 929 return 0;
1089 } 930 }
1090 931
1091 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1096 while (!tmp_loop) 937 while (!tmp_loop)
1097 { 938 {
1098 shstr name = op->name; 939 shstr name = op->name;
1099 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1100 941
1101 remove_statbonus (op); 942 op->remove_statbonus ();
1102 op->remove (); 943 op->remove ();
1103 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1104 op->arch->clone.copy_to (op); 945 op->arch->clone.copy_to (op);
1105 op->instantiate (); 946 op->instantiate ();
1106 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1108 op->x = x; 949 op->x = x;
1109 op->y = y; 950 op->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1112 assign (op->contr->title, op->arch->clone.name); 953 assign (op->contr->title, op->arch->clone.name);
1113 add_statbonus (op); 954 op->add_statbonus ();
1114 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1115 } 956 }
1116 957
1117 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1119 fix_player (op); 960 op->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1122 op->stats.grace = 0; 963 op->stats.grace = 0;
1123 964
1124 if (op->msg) 965 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126 967
1127 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");
1128 return 0; 969 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 970}
1179 971
1180void 972void
1181flee_player (object *op) 973flee_player (object *op)
1182{ 974{
1212 { 1004 {
1213 op->enemy = NULL; 1005 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1007 return;
1216 } 1008 }
1009
1217 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1218 1011
1219 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1221 { 1014 {
1222 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1223 1016
1224 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)))
1225 {
1226 return; 1018 return;
1227 }
1228 } 1019 }
1020
1229 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1023 op->enemy = NULL;
1232} 1024}
1233 1025
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1113 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1118 }
1119
1355 /* philosophy: 1120 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1125 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1789 if (!dir) 1554 if (!dir)
1790 { 1555 {
1791 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!");
1792 return 0; 1557 return 0;
1793 } 1558 }
1559
1794 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1796 else 1562 else
1797 { 1563 {
1798 for (bow = op->inv; bow; bow = bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1806 { 1572 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1574 return 0;
1809 } 1575 }
1810 } 1576 }
1577
1811 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1812 { 1579 {
1813 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);
1814 return 0; 1581 return 0;
1815 } 1582 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1585
1819 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1822 if (bowspeed < 1) 1590 if (bowspeed < 1)
1823 bowspeed = 1; 1591 bowspeed = 1;
1824 1592
1825 if (arrow == NULL) 1593 if (arrow == NULL)
1826 { 1594 {
1832 else 1600 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0; 1602 return 0;
1835 } 1603 }
1836 } 1604 }
1605
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1607 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1608 return 0;
1841 } 1609
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1611 {
1844 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.");
1845 return 0; 1613 return 0;
1846 } 1614 }
1852 return 0; 1620 return 0;
1853 } 1621 }
1854 1622
1855 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1625 if (!arrow)
1858 { 1626 {
1859 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);
1860 return 0; 1628 return 0;
1861 } 1629 }
1630
1862 arrow->set_owner (op); 1631 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1633 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1634
1869 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1870 { 1636 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1638 op->update_stats ();
1873 } 1639 }
1874 1640
1875 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1881 1647
1882 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1883 * 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.
1884 */ 1650 */
1885 1651
1887 1653
1888 /* update the speed */ 1654 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891 1657
1892 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1896 1660
1897 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1898 { 1662 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1909 } 1673 }
1910 1674
1911 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1913 1677
1914 if (bow->slaying != NULL) 1678 if (bow->slaying)
1915 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1916 1680
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1683
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1923 1686
1924 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1688 move_arrow (arrow);
1926 1689
1927 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1953 } 1716 }
1954 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)
1955 { 1718 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1720 wcmod = -1;
1721
1958 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);
1959 } 1723 }
1960 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1961 { 1725 {
1962 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);
2032 1796
2033 if (item->arch) 1797 if (item->arch)
2034 { 1798 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2037 item->speed = 0; 1801 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1802 }
1803
2040 if ((tmp = is_player_inv (item))) 1804 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1806 }
2043 } 1807 }
2044 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1809 drain_rod_charge (item);
2047 }
2048 } 1810 }
2049} 1811}
2050 1812
2051/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2052 */ 1814 */
2091 { 1853 {
2092 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2093 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.");
2094 return; 1856 return;
2095 } 1857 }
1858
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return; 1860 return;
2098 case range_builder: 1861 case range_builder:
2099 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2100 return; 1863 return;
2101 default: 1864 default:
2195 * 0 otherwise 1958 * 0 otherwise
2196 */ 1959 */
2197static int 1960static int
2198player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2199{ 1962{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2204 */ 1966 */
2205 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2243 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2247 */ 2009 */
2248
2249void 2010void
2250move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2251{ 2012{
2252 object *tmp, *mon; 2013 object *tmp, *mon;
2253 sint16 nx, ny; 2014 sint16 nx, ny;
2255 maptile *m; 2016 maptile *m;
2256 2017
2257 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2259 2020
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2261 2022
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2270 */ 2031 */
2271 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))
2272 { 2033 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2035 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2276 if (!m) 2037 if (!m)
2277 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2278 } 2039 }
2279 else 2040 else
2280 m = op->map; 2041 m = op->map;
2281 2042
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2044 return;
2286 }
2287 2045
2288 mon = NULL; 2046 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2050 * on the space
2293 */ 2051 */
2294 while (tmp != NULL) 2052 while (tmp)
2295 { 2053 {
2296 if (tmp == op) 2054 if (tmp == op)
2297 { 2055 {
2298 tmp = tmp->above; 2056 tmp = tmp->above;
2299 continue; 2057 continue;
2309 mon = tmp; 2067 mon = tmp;
2310 2068
2311 tmp = tmp->above; 2069 tmp = tmp->above;
2312 } 2070 }
2313 2071
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2073 return; /* into a wall */
2316 2074
2317 if (mon->head != NULL) 2075 if (mon->head)
2318 mon = mon->head; 2076 mon = mon->head;
2319 2077
2320 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))
2321 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2322 return; 2080 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2103 {
2346 /* 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 */
2347 if (op->contr->braced) 2105 if (op->contr->braced)
2348 return; 2106 return;
2107
2349 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);
2350 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2111 make_visible (op);
2112
2353 return; 2113 return;
2354 } 2114 }
2355 2115
2356 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2119 * attack them either.
2360 */ 2120 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2124 (op->contr->peaceful
2365 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2366 && mon->contr-> 2126 && mon->contr->
2367 peaceful)) && 2127 peaceful)) &&
2368#else 2128#else
2369 op->contr->peaceful && 2129 op->contr->peaceful &&
2370#endif 2130#endif
2371 !on_battleground)) 2131 !on_battleground))
2372 { 2132 {
2373 if (!op->contr->braced) 2133 if (!op->contr->braced)
2374 { 2134 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2377 } 2137 }
2378 else 2138 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2140
2382 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2142 make_visible (op);
2384 } 2143 }
2385 2144
2386 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2397 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2160 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2163 {
2406 2164
2407 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2173
2416 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 */
2417 } 2175 }
2418 2176
2419 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2420 2178
2421 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2182 * the wiz.
2426 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))
2427 { 2185 {
2428 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2429 2187
2430 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2433 } 2191 }
2192
2434 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2435 make_visible (op); 2194 make_visible (op);
2436 } 2195 }
2437 } /* if player should attack something */ 2196 } /* if player should attack something */
2438} 2197}
2440int 2199int
2441move_player (object *op, int dir) 2200move_player (object *op, int dir)
2442{ 2201{
2443 int pick; 2202 int pick;
2444 2203
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2205 return 0;
2447 2206
2448 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2450 { 2209 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2211 return 0;
2453 } 2212 }
2454 2213
2455 /* peterm: added following line */ 2214 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2217
2459 op->facing = dir; 2218 op->facing = dir;
2460 2219
2461 if (op->hide) 2220 if (op->hide)
2462 do_hidden_move (op); 2221 do_hidden_move (op);
2473 2232
2474 /* 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
2475 * server can handle repeat firing. 2234 * server can handle repeat firing.
2476 */ 2235 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2237 op->direction = dir;
2480 }
2481 else 2238 else
2482 {
2483 op->direction = 0; 2239 op->direction = 0;
2484 } 2240
2485 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2243 * for players.
2488 */ 2244 */
2489 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2541 2297
2542 /* 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
2543 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2300 * called, so we recheck it here.
2545 */ 2301 */
2546 HandleClient (op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2547 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2548 return 0; 2306 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2308 {
2552 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2310 op->speed_left--;
2554 2311
2555 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2558 */ 2315 */
2559 move_player (op, op->direction); 2316 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2317
2561 return 1; 2318 return op->speed_left > 0;
2562 else 2319 }
2563 return 0;
2564 } 2320 }
2321
2565 return 0; 2322 return 0;
2566} 2323}
2567 2324
2568int 2325int
2569save_life (object *op) 2326save_life (object *op)
2570{ 2327{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2329 return 0;
2575 2330
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2333 {
2579 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);
2580 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));
2581 2336
2589 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2590 2345
2591 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2592 op->stats.food = 999; 2347 op->stats.food = 999;
2593 2348
2594 fix_player (op); 2349 op->update_stats ();
2595 return 1; 2350 return 1;
2596 } 2351 }
2352
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2356 return 0;
2601} 2357}
2610{ 2366{
2611 object *next; 2367 object *next;
2612 2368
2613 while (op) 2369 while (op)
2614 { 2370 {
2615 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' */
2616 * we remove object 'op' 2372
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2374 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2626 } 2379 }
2627 else if (op->inv) 2380 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2629 op = next; 2383 op = next;
2630 } 2384 }
2631} 2385}
2632
2633 2386
2634/* 2387/*
2635 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2404 else
2652 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2408 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2656 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);
2657 else 2411 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2415 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2662 { 2417 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2420 strcat (buf2, buf);
2666 } 2421 }
2422
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2670 return buf2; 2427 return buf2;
2671} 2428}
2672
2673
2674 2429
2675void 2430void
2676do_some_living (object *op) 2431do_some_living (object *op)
2677{ 2432{
2678 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2687 const int max_grace = 1; 2442 const int max_grace = 1;
2688 2443
2689 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2690 { 2445 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2449 }
2695 2450
2696 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2697 { 2452 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2457 else
2704 { 2458 {
2705 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2461 }
2462
2708 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2465 else
2711 { 2466 {
2712 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2469 }
2470
2715 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2473 else
2718 { 2474 {
2719 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2735 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2493 op->stats.food = last_food;
2738 } 2494 }
2739 } 2495 }
2496
2740 if (max_sp > 1) 2497 if (max_sp > 1)
2741 { 2498 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2500 if (over_sp > 0)
2744 { 2501 {
2745 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2746 { 2503 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2748 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))
2749 op->stats.sp--; 2507 op->stats.sp--;
2508
2750 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2752 } 2511 }
2753 op->last_sp = 0; 2512 op->last_sp = 0;
2754 } 2513 }
2755 else 2514 else
2756 {
2757 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);
2758 }
2759 } 2516 }
2760 else 2517 else
2761 {
2762 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);
2763 }
2764 } 2519 }
2765 2520
2766 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2769 { 2524 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2772 if (max_grace > 1) 2528 if (max_grace > 1)
2773 { 2529 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2531 if (over_grace > 0)
2776 { 2532 {
2804 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2562 op->stats.food = last_food;
2807 } 2563 }
2808 } 2564 }
2565
2809 if (max_hp > 1) 2566 if (max_hp > 1)
2810 { 2567 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2569 if (over_hp > 0)
2813 { 2570 {
2837 2594
2838 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2597 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2842 /* dms do not consume food */ 2600 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2602 op->stats.food--;
2845 } 2603 }
2846 }
2847 2604
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2606 {
2850 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2851 2608
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2610 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2618 break;
2862 } 2619 }
2863 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2864 flesh = tmp; 2621 flesh = tmp;
2865 } /* End if paid for object */ 2622 } /* End if paid for object */
2866 } /* end of for loop */ 2623 } /* end of for loop */
2624
2867 /* 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
2868 * eat flesh instead. 2626 * eat flesh instead.
2869 */ 2627 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2629 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2874 } 2632 }
2875 } /* end if player is starving */ 2633 }
2876 2634
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2879 2637
2880 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))
2881 kill_player (op); 2639 kill_player (op);
2640 }
2882} 2641}
2883
2884
2885 2642
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2646 * file.
2919 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!");
2920 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...");
2921 2678
2922 /* restore player */ 2679 /* restore player */
2923 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2682 {
2927 tmp->destroy (); 2683 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2685 }
2930 2686
2931 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2689 {
2935 tmp->destroy (); 2690 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2692 }
2938 2693
2940 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2697 op->stats.food = 999;
2943 2698
2944 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2701 {
2948 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2703 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2707 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2956 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2711 }
2959 2712
2960 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2715 op->contr->braced = 0;
2967 2720
2968 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2969 2722
2970 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2971 { 2724 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2981 } 2727 }
2982 else 2728 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2992 } 2730
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2732
2995 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2996 x = op->x; 2734 x = op->x;
2997 y = op->y; 2735 y = op->y;
2998 map = op->map; 2736 map = op->map;
2999 2737
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2741 */
3007 2742
3008 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2745 * of death.
3011 */ 2746 */
3012#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3014 { 2749 {
3015 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2752 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2755 little bit harder. */
3021 /* GD */ 2756 /* GD */
3022 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2758 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2759 else
3028 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3029 num_stats_lose = 1; 2763 num_stats_lose = 1;
3030 } 2764
3031 lost_a_stat = 0; 2765 lost_a_stat = 0;
3032 2766
3033 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3034 { 2768 {
3035 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3036 2770
3037 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3038 { 2772 {
3039 /* 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
3040 * what he lost. 2774 * what he lost.
3041 */ 2775 */
3042 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2794 }
3049 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3050 { 2797 {
3051 /* deplete a stat */ 2798 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3053 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3054 2801 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2802 {
3058 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3060 } 2805
3061 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 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)
3068 { 2812 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2813 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2815 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2816 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2817 else
3103 if (this_stat >= -50)
3104 { 2818 {
3105 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 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"); */
3110 } 2824 }
3111 } 2825 }
3112 } 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 }
3113 } 2845 }
2846 }
2847 }
3114 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2849 if (!lost_a_stat)
3116 { 2850 {
3117 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3120 2854
3121 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2857 else
3124 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.");
3125 } 2859 }
3126#else 2860#else
3127 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.");
3128#endif 2862#endif
3129 2863
3130 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2865 * exp loss on the stone.
3132 */ 2866 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2869 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3139 tmp->msg = buf; 2873 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2876
3143 /**************************************/ 2877 /**************************************/
3144 /* */ 2878 /* */
3145 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3148 /* */ 2882 /* */
3149 /**************************************/ 2883 /**************************************/
3150 2884
3151 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2886 /* restore player */
3153 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3155 2889
3156 if (tmp) 2890 if (tmp)
3157 { 2891 {
3158 tmp->destroy (); 2892 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2894 }
3161 2895
3162 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2898 if (tmp)
3165 { 2899 {
3166 tmp->destroy (); 2900 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2902 }
3169 2903
3170 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3171 2905
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3175 op->stats.food = 900; 2909 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2913
3180 /* 2914 /*
3181 * 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
3182 * 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
3183 * in the map. 2917 * in the map.
3184 */ 2918 */
3185 2919
3186 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3188 2922
3189 /****************************************/ 2923 /****************************************/
3190 /* */ 2924 /* */
3191 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3193 /* */ 2927 /* */
3194 /****************************************/ 2928 /****************************************/
3195 2929
3196 enter_player_savebed (op); 2930 enter_player_savebed (op);
3197 2931
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2932 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2933
3204 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2937 * on the space that might harm the player.
3208 */ 2938 */
3209 will_kill_again = 0; 2939 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3213 2943
3214 if (will_kill_again) 2944 if (will_kill_again)
3215 { 2945 {
3216 object *force; 2946 object *force;
3217 int at; 2947 int at;
3218 2948
3219 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2951 force->speed = 0.1;
3222 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2956 force->resist[at] = 100;
3227 2957
3228 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3229 fix_player (op); 2959 op->update_stats ();
3230 2960
3231 } 2961 }
3232 2962
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2964}
3302
3303 2965
3304void 2966void
3305loot_object (object *op) 2967loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3308 2970
3309 if (op->container) 2971 if (op->container)
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3312 }
3313 2973
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3315 { 2975 {
3316 next = tmp->below; 2976 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2977
2978 if (tmp->invisible)
3318 continue; 2979 continue;
2980
3319 tmp->remove (); 2981 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3321 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2984 { /* empty container to ground */
3323 loot_object (tmp); 2985 loot_object (tmp);
3324 } 2986 }
3325 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))))
3326 { 2988 {
3327 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3328 { 2990 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2992 tmp2->destroy ();
3345 */ 3007 */
3346 3008
3347void 3009void
3348fix_weight (void) 3010fix_weight (void)
3349{ 3011{
3350 player *pl; 3012 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 3013 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 3015
3356 if (old == sum) 3016 if (old == sum)
3357 continue; 3017 continue;
3358 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3359 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);
3360 } 3020 }
3361} 3021}
3362 3022
3363void 3023void
3364fix_luck (void) 3024fix_luck (void)
3365{ 3025{
3366 player *pl; 3026 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3371} 3029}
3372
3373 3030
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3377 */ 3034 */
3378
3379void 3035void
3380cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3381{ 3037{
3382 object *skop, *spob; 3038 object *skop, *spob;
3383 3039
3428 object *tmp = NULL; 3084 object *tmp = NULL;
3429 3085
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3087 return 1;
3432 3088
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3089 return 0;
3439} 3090}
3440 3091
3441/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3498 3149
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3151
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3505 { 3155 {
3506 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!");
3507 make_visible (op); 3157 make_visible (op);
3508 return; 3158 return;
3509 } 3159 }
3510 else 3160 else
3511 num += 20; 3161 num += 20;
3512 } 3162
3513 num += op->map->difficulty; 3163 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3165 num -= hide;
3166
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3168 {
3518 make_visible (op); 3169 make_visible (op);
3519 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3520 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!");
3521 } 3172 }
3522 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3175}
3527 3176
3528/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3529 3178
3530int 3179int
3557 if (mflags & P_OUT_OF_MAP) 3206 if (mflags & P_OUT_OF_MAP)
3558 continue; 3207 continue;
3559 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)))
3560 continue; 3209 continue;
3561 3210
3562 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)
3563 { 3212 {
3564 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))
3565 return 1; 3214 return 1;
3566 else if (tmp->type == PLAYER) 3215 else if (tmp->type == PLAYER)
3567 { 3216 {
3597 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3598 { 3247 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3249 return -1;
3601 } 3250 }
3251
3602 if (!pl || !op) 3252 if (!pl || !op)
3603 return 0; 3253 return 0;
3604 3254
3605 if (op->head)
3606 {
3607 op = op->head; 3255 op = op->head_ ();
3608 } 3256
3609 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3610 3258
3611 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3260 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3621 3269
3622 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3272 * for any meaningful values.
3625 */ 3273 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3277 return 1;
3630 op = op->more; 3278 op = op->more;
3631 } 3279 }
3632 return 0; 3280 return 0;
3633} 3281}
3743 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3744 return; 3392 return;
3745 3393
3746 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++);
3747 3395
3748 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3749 { 3397 {
3750 /* 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]); */
3751 return; 3399 return;
3752 } 3400 }
3753 3401
3819 { 3467 {
3820 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3469 object *skin;
3822 3470
3823 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3825 if (skin == NULL) 3476 if (!skin)
3826 return; 3477 return;
3827 3478
3828 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3481 {
3875 * not readied. 3526 * not readied.
3876 */ 3527 */
3877void 3528void
3878player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3879{ 3530{
3880 rangetype i;
3881
3882 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))
3883 {
3884 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3885 { 3533 {
3886 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3887 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3890 }
3891 } 3537 }
3892 }
3893} 3538}

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