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Comparing deliantra/server/server/player.C (file contents):
Revision 1.40 by root, Thu Dec 14 22:45:41 2006 UTC vs.
Revision 1.99 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288}
289
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 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
300/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
302 * mode. 369 * mode.
303 */ 370 */
304 371player *
305int 372player::create ()
306add_player (client_socket *ns)
307{ 373{
308 player *p = new player; 374 player *pl = new player;
309 375
310 p->socket = ns; 376 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 377 set_first_map (pl->ob);
319 378
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 379 return pl;
328} 380}
329 381
330/* 382/*
331 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
341 { 393 {
342 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
343 at = first_archetype; 395 at = first_archetype;
344 else 396 else
345 at = at->next; 397 at = at->next;
398
346 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
347 return at; 400 return at;
401
348 if (at == start) 402 if (at == start)
349 { 403 {
350 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 405 exit (-1);
352 } 406 }
353 } 407 }
354} 408}
355 409
356
357object * 410object *
358get_nearest_player (object *mon) 411get_nearest_player (object *mon)
359{ 412{
360 object *op = NULL; 413 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 414 objectlink *ol;
363 unsigned lastdist; 415 unsigned lastdist;
364 rv_vector rv; 416 rv_vector rv;
365 417
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 419 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 427 object *tmp = ol->ob;
376 428
377 /* 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
378 * itself will have been cleared. 430 * itself will have been cleared.
379 */ 431 */
380 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 ());
381 ol = ol->next; 434 ol = ol->next;
382 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
383 if (!ol) 436 if (!ol)
384 return op; 437 return op;
385 } 438 }
398 { 451 {
399 op = ol->ob; 452 op = ol->ob;
400 lastdist = rv.distance; 453 lastdist = rv.distance;
401 } 454 }
402 } 455 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 456
404 { 457 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
409 { 460 {
410 op = pl->ob; 461 op = pl->ob;
411 lastdist = rv.distance; 462 lastdist = rv.distance;
412 } 463 }
413 } 464
414 }
415#if 0 465#if 0
416 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)");
417#endif 467#endif
418 return op; 468 return op;
419} 469}
437 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 489 * is probably not a good thing.
440 */ 490 */
441#define MAX_SPACES 50 491#define MAX_SPACES 50
442
443 492
444/* 493/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
687 link_player_skills (pl); 736 link_player_skills (pl);
688} 737}
689 738
690void 739void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
775{ 741{
776 if (party == NULL) 742 if (party == NULL)
777 { 743 {
778 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);
779 return; 745 return;
780 } 746 }
747
781 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
784 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:");
785} 752}
786
787 753
788/* 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. */
789int 755static int
790roll_stat (void) 756roll_stat (void)
791{ 757{
792 int a[4], i, j, k; 758 int a[4], i, j, k;
793 759
794 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
796 762
797 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 764 if (a[i] < k)
799 k = a[i], j = i; 765 k = a[i], j = i;
800 766
801 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 768 if (i != j)
804 k += a[i]; 769 k += a[i];
805 } 770
806 return k; 771 return k;
807} 772}
808 773
809void 774void
810roll_stats (object *op) 775object::roll_stats ()
811{ 776{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 777 int statsort [7];
815 778
816 do 779 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 780 {
827 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
828 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
829 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 791
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
862 799
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 800 stats.exp = 0;
874 op->stats.ac = 0; 801 stats.ac = 0;
875 802
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
885} 815}
886 816
887void 817void
888Roll_Again (object *op) 818object::swap_stats (int a, int b)
889{ 819{
890 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 823
895void 824 stats.Str = contr->orig_stats.Str;
896Swap_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)
897{ 856{
898 signed char tmp;
899 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
900 858
901 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 863}
1016 864
1017/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1021 * not the class. 869 * not the class.
1022 */ 870 */
1023
1024int 871int
1025key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1026{ 873{
1027 int tmp_loop; 874 int tmp_loop;
1028 875
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 876 if (key == 'd' || key == 'D')
1036 { 877 {
1037 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1038 879
1039 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, op, 0, 0, 0);
1045 886
1046 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1048 889
1049 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1050 891
1051 if (op->msg) 892 if (op->msg)
1052 op->msg = NULL; 893 op->msg = NULL;
1053 894
1054 /* 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
1055 * to save here. 896 * to save here.
1056 */ 897 */
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058 make_path_to_file (buf); 899 make_path_to_file (buf);
1059 900
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 901 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 904 link_player_skills (op);
1067 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1068 fix_player (op); 906 op->update_stats ();
1069 907
1070 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1071 * is one for this race 909 * is one for this race
1072 */ 910 */
1073 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1074 { 912 {
1075 object *tmp; 913 object *tmp;
1076 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1077 915
1078 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);
1079 tmp = object::create (); 917 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1083 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;
1084 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1085 * default initial map */ 923 * default initial map */
1086 tmp->destroy (); 924 tmp->destroy ();
1087 } 925 }
1088 else 926 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 928
1092 return 0; 929 return 0;
1093 } 930 }
1094 931
1095 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1100 while (!tmp_loop) 937 while (!tmp_loop)
1101 { 938 {
1102 shstr name = op->name; 939 shstr name = op->name;
1103 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1104 941
1105 remove_statbonus (op); 942 op->remove_statbonus ();
1106 op->remove (); 943 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 945 op->arch->clone.copy_to (op);
1109 op->instantiate (); 946 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1112 op->x = x; 949 op->x = x;
1113 op->y = y; 950 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 953 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 954 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1119 } 956 }
1120 957
1121 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 960 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 963 op->stats.grace = 0;
1127 964
1128 if (op->msg) 965 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 967
1131 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");
1132 return 0; 969 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 970}
1183 971
1184void 972void
1185flee_player (object *op) 973flee_player (object *op)
1186{ 974{
1216 { 1004 {
1217 op->enemy = NULL; 1005 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1007 return;
1220 } 1008 }
1009
1221 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1222 1011
1223 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1225 { 1014 {
1226 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1227 1016
1228 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)))
1229 {
1230 return; 1018 return;
1231 }
1232 } 1019 }
1020
1233 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1023 op->enemy = NULL;
1236} 1024}
1237 1025
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1113 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1118 }
1119
1359 /* philosophy: 1120 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1125 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1554 if (!dir)
1794 { 1555 {
1795 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!");
1796 return 0; 1557 return 0;
1797 } 1558 }
1559
1798 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1800 else 1562 else
1801 { 1563 {
1802 for (bow = op->inv; bow; bow = bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1810 { 1572 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1574 return 0;
1813 } 1575 }
1814 } 1576 }
1577
1815 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1816 { 1579 {
1817 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);
1818 return 0; 1581 return 0;
1819 } 1582 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1585
1823 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1826 if (bowspeed < 1) 1590 if (bowspeed < 1)
1827 bowspeed = 1; 1591 bowspeed = 1;
1828 1592
1829 if (arrow == NULL) 1593 if (arrow == NULL)
1830 { 1594 {
1836 else 1600 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1602 return 0;
1839 } 1603 }
1840 } 1604 }
1605
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1607 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1608 return 0;
1845 } 1609
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1611 {
1848 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.");
1849 return 0; 1613 return 0;
1850 } 1614 }
1856 return 0; 1620 return 0;
1857 } 1621 }
1858 1622
1859 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1625 if (!arrow)
1862 { 1626 {
1863 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);
1864 return 0; 1628 return 0;
1865 } 1629 }
1630
1866 arrow->set_owner (op); 1631 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1633 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1634
1873 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1874 { 1636 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1638 op->update_stats ();
1877 } 1639 }
1878 1640
1879 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1891 1653
1892 /* update the speed */ 1654 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1657
1896 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1900 1660
1901 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1902 { 1662 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1673 }
1914 1674
1915 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1917 1677
1918 if (bow->slaying != NULL) 1678 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1920 1680
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1683
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1927 1686
1928 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1688 move_arrow (arrow);
1930 1689
1931 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1957 } 1716 }
1958 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)
1959 { 1718 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1720 wcmod = -1;
1721
1962 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);
1963 } 1723 }
1964 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1965 { 1725 {
1966 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);
2036 1796
2037 if (item->arch) 1797 if (item->arch)
2038 { 1798 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2041 item->speed = 0; 1801 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1802 }
1803
2044 if ((tmp = is_player_inv (item))) 1804 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1806 }
2047 } 1807 }
2048 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1809 drain_rod_charge (item);
2051 }
2052 } 1810 }
2053} 1811}
2054 1812
2055/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2056 */ 1814 */
2095 { 1853 {
2096 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2097 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.");
2098 return; 1856 return;
2099 } 1857 }
1858
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1860 return;
2102 case range_builder: 1861 case range_builder:
2103 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2104 return; 1863 return;
2105 default: 1864 default:
2199 * 0 otherwise 1958 * 0 otherwise
2200 */ 1959 */
2201static int 1960static int
2202player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2203{ 1962{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2208 */ 1966 */
2209 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2251 */ 2009 */
2252
2253void 2010void
2254move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2255{ 2012{
2256 object *tmp, *mon; 2013 object *tmp, *mon;
2257 sint16 nx, ny; 2014 sint16 nx, ny;
2259 maptile *m; 2016 maptile *m;
2260 2017
2261 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2263 2020
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2265 2022
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2274 */ 2031 */
2275 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))
2276 { 2033 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2035 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2280 if (!m) 2037 if (!m)
2281 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2282 } 2039 }
2283 else 2040 else
2284 m = op->map; 2041 m = op->map;
2285 2042
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2044 return;
2290 }
2291 2045
2292 mon = NULL; 2046 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2050 * on the space
2297 */ 2051 */
2298 while (tmp != NULL) 2052 while (tmp)
2299 { 2053 {
2300 if (tmp == op) 2054 if (tmp == op)
2301 { 2055 {
2302 tmp = tmp->above; 2056 tmp = tmp->above;
2303 continue; 2057 continue;
2313 mon = tmp; 2067 mon = tmp;
2314 2068
2315 tmp = tmp->above; 2069 tmp = tmp->above;
2316 } 2070 }
2317 2071
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2073 return; /* into a wall */
2320 2074
2321 if (mon->head != NULL) 2075 if (mon->head)
2322 mon = mon->head; 2076 mon = mon->head;
2323 2077
2324 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))
2325 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2326 return; 2080 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2103 {
2350 /* 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 */
2351 if (op->contr->braced) 2105 if (op->contr->braced)
2352 return; 2106 return;
2107
2353 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);
2354 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2111 make_visible (op);
2112
2357 return; 2113 return;
2358 } 2114 }
2359 2115
2360 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2119 * attack them either.
2364 */ 2120 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (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)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2124 (op->contr->peaceful
2369 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2370 && mon->contr-> 2126 && mon->contr->
2371 peaceful)) && 2127 peaceful)) &&
2372#else 2128#else
2373 op->contr->peaceful && 2129 op->contr->peaceful &&
2374#endif 2130#endif
2375 !on_battleground)) 2131 !on_battleground))
2376 { 2132 {
2377 if (!op->contr->braced) 2133 if (!op->contr->braced)
2378 { 2134 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2381 } 2137 }
2382 else 2138 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2140
2386 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2142 make_visible (op);
2388 } 2143 }
2389 2144
2390 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2160 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2163 {
2410 2164
2411 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2173
2420 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 */
2421 } 2175 }
2422 2176
2423 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2424 2178
2425 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2182 * the wiz.
2430 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))
2431 { 2185 {
2432 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2433 2187
2434 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2437 } 2191 }
2192
2438 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2439 make_visible (op); 2194 make_visible (op);
2440 } 2195 }
2441 } /* if player should attack something */ 2196 } /* if player should attack something */
2442} 2197}
2444int 2199int
2445move_player (object *op, int dir) 2200move_player (object *op, int dir)
2446{ 2201{
2447 int pick; 2202 int pick;
2448 2203
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2205 return 0;
2451 2206
2452 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2454 { 2209 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2211 return 0;
2457 } 2212 }
2458 2213
2459 /* peterm: added following line */ 2214 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2217
2463 op->facing = dir; 2218 op->facing = dir;
2464 2219
2465 if (op->hide) 2220 if (op->hide)
2466 do_hidden_move (op); 2221 do_hidden_move (op);
2477 2232
2478 /* 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
2479 * server can handle repeat firing. 2234 * server can handle repeat firing.
2480 */ 2235 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2237 op->direction = dir;
2484 }
2485 else 2238 else
2486 {
2487 op->direction = 0; 2239 op->direction = 0;
2488 } 2240
2489 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2243 * for players.
2492 */ 2244 */
2493 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2545 2297
2546 /* 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
2547 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2300 * called, so we recheck it here.
2549 */ 2301 */
2550 HandleClient (op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2551 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2552 return 0; 2306 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2308 {
2556 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2310 op->speed_left--;
2558 2311
2559 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2562 */ 2315 */
2563 move_player (op, op->direction); 2316 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2317
2565 return 1; 2318 return op->speed_left > 0;
2566 else 2319 }
2567 return 0;
2568 } 2320 }
2321
2569 return 0; 2322 return 0;
2570} 2323}
2571 2324
2572int 2325int
2573save_life (object *op) 2326save_life (object *op)
2574{ 2327{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2329 return 0;
2579 2330
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2333 {
2583 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);
2584 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));
2585 2336
2593 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2594 2345
2595 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2596 op->stats.food = 999; 2347 op->stats.food = 999;
2597 2348
2598 fix_player (op); 2349 op->update_stats ();
2599 return 1; 2350 return 1;
2600 } 2351 }
2352
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2356 return 0;
2605} 2357}
2614{ 2366{
2615 object *next; 2367 object *next;
2616 2368
2617 while (op) 2369 while (op)
2618 { 2370 {
2619 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' */
2620 * we remove object 'op' 2372
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2374 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2630 } 2379 }
2631 else if (op->inv) 2380 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2633 op = next; 2383 op = next;
2634 } 2384 }
2635} 2385}
2636
2637 2386
2638/* 2387/*
2639 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2404 else
2656 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2408 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2660 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);
2661 else 2411 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2415 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2666 { 2417 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2420 strcat (buf2, buf);
2670 } 2421 }
2422
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2674 return buf2; 2427 return buf2;
2675} 2428}
2676
2677
2678 2429
2679void 2430void
2680do_some_living (object *op) 2431do_some_living (object *op)
2681{ 2432{
2682 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2691 const int max_grace = 1; 2442 const int max_grace = 1;
2692 2443
2693 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2694 { 2445 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2698 } 2449 }
2699 2450
2700 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2701 { 2452 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2457 else
2708 { 2458 {
2709 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2461 }
2462
2712 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2465 else
2715 { 2466 {
2716 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2469 }
2470
2719 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2473 else
2722 { 2474 {
2723 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2739 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2493 op->stats.food = last_food;
2742 } 2494 }
2743 } 2495 }
2496
2744 if (max_sp > 1) 2497 if (max_sp > 1)
2745 { 2498 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2500 if (over_sp > 0)
2748 { 2501 {
2749 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2750 { 2503 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2752 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))
2753 op->stats.sp--; 2507 op->stats.sp--;
2508
2754 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2756 } 2511 }
2757 op->last_sp = 0; 2512 op->last_sp = 0;
2758 } 2513 }
2759 else 2514 else
2760 {
2761 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);
2762 }
2763 } 2516 }
2764 else 2517 else
2765 {
2766 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);
2767 }
2768 } 2519 }
2769 2520
2770 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2773 { 2524 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2776 if (max_grace > 1) 2528 if (max_grace > 1)
2777 { 2529 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2531 if (over_grace > 0)
2780 { 2532 {
2808 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2562 op->stats.food = last_food;
2811 } 2563 }
2812 } 2564 }
2565
2813 if (max_hp > 1) 2566 if (max_hp > 1)
2814 { 2567 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2569 if (over_hp > 0)
2817 { 2570 {
2841 2594
2842 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2597 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2846 /* dms do not consume food */ 2600 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2602 op->stats.food--;
2849 } 2603 }
2850 }
2851 2604
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2606 {
2854 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2855 2608
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2610 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2618 break;
2866 } 2619 }
2867 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2868 flesh = tmp; 2621 flesh = tmp;
2869 } /* End if paid for object */ 2622 } /* End if paid for object */
2870 } /* end of for loop */ 2623 } /* end of for loop */
2624
2871 /* 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
2872 * eat flesh instead. 2626 * eat flesh instead.
2873 */ 2627 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2629 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2878 } 2632 }
2879 } /* end if player is starving */ 2633 }
2880 2634
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2883 2637
2884 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))
2885 kill_player (op); 2639 kill_player (op);
2640 }
2886} 2641}
2887
2888
2889 2642
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2646 * file.
2923 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!");
2924 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...");
2925 2678
2926 /* restore player */ 2679 /* restore player */
2927 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2682 {
2931 tmp->destroy (); 2683 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2685 }
2934 2686
2935 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2689 {
2939 tmp->destroy (); 2690 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2692 }
2942 2693
2944 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2697 op->stats.food = 999;
2947 2698
2948 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2701 {
2952 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2703 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2707 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2960 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2711 }
2963 2712
2964 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2715 op->contr->braced = 0;
2971 2720
2972 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2973 2722
2974 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2975 { 2724 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2985 } 2727 }
2986 else 2728 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2996 } 2730
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2732
2999 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3000 x = op->x; 2734 x = op->x;
3001 y = op->y; 2735 y = op->y;
3002 map = op->map; 2736 map = op->map;
3003 2737
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2741 */
3011 2742
3012 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2745 * of death.
3015 */ 2746 */
3016#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3018 { 2749 {
3019 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2752 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2755 little bit harder. */
3025 /* GD */ 2756 /* GD */
3026 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2758 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2759 else
3032 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3033 num_stats_lose = 1; 2763 num_stats_lose = 1;
3034 } 2764
3035 lost_a_stat = 0; 2765 lost_a_stat = 0;
3036 2766
3037 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3038 { 2768 {
3039 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3040 2770
3041 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3042 { 2772 {
3043 /* 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
3044 * what he lost. 2774 * what he lost.
3045 */ 2775 */
3046 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 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);
3052 } 2794 }
3053 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3054 { 2797 {
3055 /* deplete a stat */ 2798 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3057 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3058 2801 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2802 {
3062 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3064 } 2805
3065 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 if (this_stat < 0) 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)
3072 { 2812 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2813 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2815 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2816 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2817 else
3107 if (this_stat >= -50)
3108 { 2818 {
3109 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 lost_a_stat = 1; 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"); */
3114 } 2824 }
3115 } 2825 }
3116 } 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 }
3117 } 2845 }
2846 }
2847 }
3118 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2849 if (!lost_a_stat)
3120 { 2850 {
3121 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3124 2854
3125 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3126 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3127 else 2857 else
3128 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.");
3129 } 2859 }
3130#else 2860#else
3131 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.");
3132#endif 2862#endif
3133 2863
3134 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2865 * exp loss on the stone.
3136 */ 2866 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2869 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3142 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3143 tmp->msg = buf; 2873 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2876
3147 /**************************************/ 2877 /**************************************/
3148 /* */ 2878 /* */
3149 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3152 /* */ 2882 /* */
3153 /**************************************/ 2883 /**************************************/
3154 2884
3155 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2886 /* restore player */
3157 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3159 2889
3160 if (tmp) 2890 if (tmp)
3161 { 2891 {
3162 tmp->destroy (); 2892 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2894 }
3165 2895
3166 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2898 if (tmp)
3169 { 2899 {
3170 tmp->destroy (); 2900 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2902 }
3173 2903
3174 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3175 2905
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3179 op->stats.food = 900; 2909 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2913
3184 /* 2914 /*
3185 * 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
3186 * 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
3187 * in the map. 2917 * in the map.
3188 */ 2918 */
3189 2919
3190 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3192 2922
3193 /****************************************/ 2923 /****************************************/
3194 /* */ 2924 /* */
3195 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3197 /* */ 2927 /* */
3198 /****************************************/ 2928 /****************************************/
3199 2929
3200 enter_player_savebed (op); 2930 enter_player_savebed (op);
3201 2931
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2932 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2933
3208 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2937 * on the space that might harm the player.
3212 */ 2938 */
3213 will_kill_again = 0; 2939 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3217 2943
3218 if (will_kill_again) 2944 if (will_kill_again)
3219 { 2945 {
3220 object *force; 2946 object *force;
3221 int at; 2947 int at;
3222 2948
3223 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2951 force->speed = 0.1;
3226 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3227 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2956 force->resist[at] = 100;
3231 2957
3232 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3233 fix_player (op); 2959 op->update_stats ();
3234 2960
3235 } 2961 }
3236 2962
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2964}
3306
3307 2965
3308void 2966void
3309loot_object (object *op) 2967loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3312 2970
3313 if (op->container) 2971 if (op->container)
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3316 }
3317 2973
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3319 { 2975 {
3320 next = tmp->below; 2976 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2977
2978 if (tmp->invisible)
3322 continue; 2979 continue;
2980
3323 tmp->remove (); 2981 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3325 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2984 { /* empty container to ground */
3327 loot_object (tmp); 2985 loot_object (tmp);
3328 } 2986 }
3329 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))))
3330 { 2988 {
3331 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3332 { 2990 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2992 tmp2->destroy ();
3349 */ 3007 */
3350 3008
3351void 3009void
3352fix_weight (void) 3010fix_weight (void)
3353{ 3011{
3354 player *pl; 3012 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 3013 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 3015
3360 if (old == sum) 3016 if (old == sum)
3361 continue; 3017 continue;
3362 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3363 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);
3364 } 3020 }
3365} 3021}
3366 3022
3367void 3023void
3368fix_luck (void) 3024fix_luck (void)
3369{ 3025{
3370 player *pl; 3026 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3375} 3029}
3376
3377 3030
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3381 */ 3034 */
3382
3383void 3035void
3384cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3385{ 3037{
3386 object *skop, *spob; 3038 object *skop, *spob;
3387 3039
3432 object *tmp = NULL; 3084 object *tmp = NULL;
3433 3085
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3087 return 1;
3436 3088
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3089 return 0;
3443} 3090}
3444 3091
3445/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3502 3149
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3151
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3509 { 3155 {
3510 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!");
3511 make_visible (op); 3157 make_visible (op);
3512 return; 3158 return;
3513 } 3159 }
3514 else 3160 else
3515 num += 20; 3161 num += 20;
3516 } 3162
3517 num += op->map->difficulty; 3163 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3165 num -= hide;
3166
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3168 {
3522 make_visible (op); 3169 make_visible (op);
3523 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3524 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!");
3525 } 3172 }
3526 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3175}
3531 3176
3532/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3533 3178
3534int 3179int
3561 if (mflags & P_OUT_OF_MAP) 3206 if (mflags & P_OUT_OF_MAP)
3562 continue; 3207 continue;
3563 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)))
3564 continue; 3209 continue;
3565 3210
3566 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)
3567 { 3212 {
3568 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))
3569 return 1; 3214 return 1;
3570 else if (tmp->type == PLAYER) 3215 else if (tmp->type == PLAYER)
3571 { 3216 {
3601 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3602 { 3247 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3249 return -1;
3605 } 3250 }
3251
3606 if (!pl || !op) 3252 if (!pl || !op)
3607 return 0; 3253 return 0;
3608 3254
3609 if (op->head)
3610 {
3611 op = op->head; 3255 op = op->head_ ();
3612 } 3256
3613 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3614 3258
3615 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3260 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3625 3269
3626 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3272 * for any meaningful values.
3629 */ 3273 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3277 return 1;
3634 op = op->more; 3278 op = op->more;
3635 } 3279 }
3636 return 0; 3280 return 0;
3637} 3281}
3747 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3748 return; 3392 return;
3749 3393
3750 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++);
3751 3395
3752 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3753 { 3397 {
3754 /* 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]); */
3755 return; 3399 return;
3756 } 3400 }
3757 3401
3823 { 3467 {
3824 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3469 object *skin;
3826 3470
3827 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3829 if (skin == NULL) 3476 if (!skin)
3830 return; 3477 return;
3831 3478
3832 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3481 {
3879 * not readied. 3526 * not readied.
3880 */ 3527 */
3881void 3528void
3882player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3883{ 3530{
3884 rangetype i;
3885
3886 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))
3887 {
3888 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3889 { 3533 {
3890 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3891 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3894 }
3895 } 3537 }
3896 }
3897} 3538}

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