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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.93 by root, Mon Jan 8 14:11:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal;
359 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */
364 do_los = 1;
365}
366
367void
368player::do_destroy ()
369{
370 disconnect ();
371
372 attachable::do_destroy ();
373
374 if (ob)
375 {
376 ob->destroy_inv (false);
377 ob->destroy ();
378 }
379}
380
381player::~player ()
382{
383 /* Clear item stack */
384 free (stack_items);
385}
386
319/* Tries to add player on the connection passwd in ns. 387/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 388 * All we can really get in this is some settings like host and display
321 * mode. 389 * mode.
322 */ 390 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 391player *
392player::create ()
393{
394 player *pl = new player;
328 395
329 p = get_player (NULL); 396 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 397 set_first_map (pl->ob);
343 398
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 399 return pl;
352} 400}
353 401
354/* 402/*
355 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
365 { 413 {
366 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
367 at = first_archetype; 415 at = first_archetype;
368 else 416 else
369 at = at->next; 417 at = at->next;
418
370 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
371 return at; 420 return at;
421
372 if (at == start) 422 if (at == start)
373 { 423 {
374 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 425 exit (-1);
376 } 426 }
377 } 427 }
378} 428}
379 429
380
381object * 430object *
382get_nearest_player (object *mon) 431get_nearest_player (object *mon)
383{ 432{
384 object *op = NULL; 433 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 434 objectlink *ol;
387 unsigned lastdist; 435 unsigned lastdist;
388 rv_vector rv; 436 rv_vector rv;
389 437
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 439 {
392 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 447 object *tmp = ol->ob;
400 448
401 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 450 * itself will have been cleared.
403 */ 451 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
405 ol = ol->next; 454 ol = ol->next;
406 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
407 if (!ol) 456 if (!ol)
408 return op; 457 return op;
409 } 458 }
422 { 471 {
423 op = ol->ob; 472 op = ol->ob;
424 lastdist = rv.distance; 473 lastdist = rv.distance;
425 } 474 }
426 } 475 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 476
428 { 477 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
433 { 480 {
434 op = pl->ob; 481 op = pl->ob;
435 lastdist = rv.distance; 482 lastdist = rv.distance;
436 } 483 }
437 } 484
438 }
439#if 0 485#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 487#endif
442 return op; 488 return op;
443} 489}
461 * circling behaviour. Unfortunately, this function is also used to determined 507 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 508 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 509 * is probably not a good thing.
464 */ 510 */
465#define MAX_SPACES 50 511#define MAX_SPACES 50
466
467 512
468/* 513/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 515 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 516 * player and if path is blocked then see if blockage is close enough to player that
644 (op->type == ARMOUR || op->type == BOOTS || 689 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 690 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 691 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 692 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 693 {
649 remove_ob (op); 694 op->destroy ();
650 free_object (op);
651 continue; 695 continue;
652 } 696 }
653 } 697 }
654 698
655 /* This really needs to be better - we should really give 699 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 710 if (tmp->type == op->type && tmp->name == op->name)
667 break; 711 break;
668 712
669 if (tmp) 713 if (tmp)
670 { 714 {
671 remove_ob (op); 715 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 716 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 717 continue;
675 } 718 }
719
676 if (op->nrof > 1) 720 if (op->nrof > 1)
677 op->nrof = 1; 721 op->nrof = 1;
678 } 722 }
679 723
680 if (op->type == SPELLBOOK && op->inv) 724 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 736 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 737 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 738 }
695 if (op->type == SPELL) 739 if (op->type == SPELL)
696 { 740 {
697 remove_ob (op); 741 op->destroy ();
698 free_object (op);
699 continue; 742 continue;
700 } 743 }
701 else if (op->type == SKILL) 744 else if (op->type == SKILL)
702 { 745 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 746 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 755 /* Need to set up the skill pointers */
713 link_player_skills (pl); 756 link_player_skills (pl);
714} 757}
715 758
716void 759void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 760get_party_password (object *op, partylist *party)
801{ 761{
802 if (party == NULL) 762 if (party == NULL)
803 { 763 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 764 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 765 return;
806 } 766 }
767
807 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 769 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 770 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 771 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 772}
812
813 773
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 774/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 775static int
816roll_stat (void) 776roll_stat (void)
817{ 777{
818 int a[4], i, j, k; 778 int a[4], i, j, k;
819 779
820 for (i = 0; i < 4; i++) 780 for (i = 0; i < 4; i++)
823 for (i = 0, j = 0, k = 7; i < 4; i++) 783 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 784 if (a[i] < k)
825 k = a[i], j = i; 785 k = a[i], j = i;
826 786
827 for (i = 0, k = 0; i < 4; i++) 787 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 788 if (i != j)
830 k += a[i]; 789 k += a[i];
831 } 790
832 return k; 791 return k;
833} 792}
834 793
835void 794void
836roll_stats (object *op) 795object::roll_stats ()
837{ 796{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 797 int statsort [7];
841 798
842 do 799 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 800 {
853 while (sum < 82 || sum > 116); 801 int sum = 0;
802 for (int i = 7; i--; )
803 sum += statsort [i] = roll_stat ();
854 804
805 if (sum >= 82 && sum <= 116)
806 break;
807 }
808
855 /* Sort the stats so that rerolling is easier... */ 809 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 810 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 811
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 812 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 813 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 814 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 815 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 816 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 817 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 818 stats.Cha = statsort[6];
888 819
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 820 stats.exp = 0;
900 op->stats.ac = 0; 821 stats.ac = 0;
901 822
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
910 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
911} 835}
912 836
913void 837void
914Roll_Again (object *op) 838object::swap_stats (int a, int b)
915{ 839{
916 esrv_new_player (op->contr, 0); 840 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 841 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 842 set_attr_value (&contr->orig_stats, b, tmp);
919}
920 843
921void 844 stats.Str = contr->orig_stats.Str;
922Swap_Stat (object *op, int Swap_Second) 845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851
852 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats
854 stats.ac = 0;
855
856 level = 1;
857 stats.exp = 0;
858 stats.ac = 0;
859
860 stats.hp = stats.maxhp;
861 stats.sp = stats.maxsp;
862 stats.grace = stats.maxgrace;
863
864 if (contr)
865 {
866 contr->levhp[1] = 9;
867 contr->levsp[1] = 6;
868 contr->levgrace[1] = 3;
869
870 contr->orig_stats = stats;
871 }
872}
873
874static void
875start_info (object *op)
923{ 876{
924 signed char tmp;
925 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
926 878
927 if (op->contr->Swap_First == -1) 879 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 881 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 883}
1042 884
1043/* This function takes the key that is passed, and does the 885/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 886 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 887 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 888 * separate race and class; this actually changes the RACE,
1047 * not the class. 889 * not the class.
1048 */ 890 */
1049
1050int 891int
1051key_change_class (object *op, char key) 892key_change_class (object *op, char key)
1052{ 893{
1053 int tmp_loop; 894 int tmp_loop;
1054 895
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D') 896 if (key == 'd' || key == 'D')
1062 { 897 {
1063 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
1064 899
1065 /* this must before then initial items are given */ 900 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 901 esrv_new_player (op->contr, op->weight + op->carrying);
902
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 903 treasurelist *tl = find_treasurelist ("starting_wealth");
904 if (tl)
905 create_treasure (tl, op, 0, 0, 0);
1068 906
1069 INVOKE_PLAYER (BIRTH, op->contr); 907 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 908 INVOKE_PLAYER (LOGIN, op->contr);
1071 909
1072 op->contr->state = ST_PLAYING; 910 op->contr->ns->state = ST_PLAYING;
1073 911
1074 if (op->msg) 912 if (op->msg)
1075 op->msg = NULL; 913 op->msg = NULL;
1076 914
1077 /* We create this now because some of the unique maps will need it 915 /* We create this now because some of the unique maps will need it
1086 start_info (op); 924 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 925 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 926 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 927 link_player_skills (op);
1090 esrv_send_inventory (op, op); 928 esrv_send_inventory (op, op);
1091 fix_player (op); 929 op->update_stats ();
1092 930
1093 /* This moves the player to a different start map, if there 931 /* This moves the player to a different start map, if there
1094 * is one for this race 932 * is one for this race
1095 */ 933 */
1096 if (*first_map_ext_path) 934 if (*first_map_ext_path)
1097 { 935 {
1098 object *tmp; 936 object *tmp;
1099 char mapname[MAX_BUF]; 937 char mapname[MAX_BUF];
1100 938
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1102 tmp = get_object (); 940 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 941 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 942 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 943 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 944 op->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 945 * if the map isn't there, then stay on the
1108 * default initial map */ 946 * default initial map */
1109 free_object (tmp); 947 tmp->destroy ();
1110 } 948 }
1111 else 949 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 950 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 951
1115 return 0; 952 return 0;
1116 } 953 }
1117 954
1118 /* Following actually changes the race - this is the default command 955 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 956 * if we don't match with one of the options above.
1123 while (!tmp_loop) 960 while (!tmp_loop)
1124 { 961 {
1125 shstr name = op->name; 962 shstr name = op->name;
1126 int x = op->x, y = op->y; 963 int x = op->x, y = op->y;
1127 964
1128 remove_statbonus (op); 965 op->remove_statbonus ();
1129 remove_ob (op); 966 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 967 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 968 op->arch->clone.copy_to (op);
1132 op->instantiate (); 969 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 970 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 971 op->name = op->name_pl = name;
1135 op->x = x; 972 op->x = x;
1136 op->y = y; 973 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 974 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 975 insert_ob_in_map (op, op->map, op, 0);
1139 assign (op->contr->title, op->arch->clone.name); 976 assign (op->contr->title, op->arch->clone.name);
1140 add_statbonus (op); 977 op->add_statbonus ();
1141 tmp_loop = allowed_class (op); 978 tmp_loop = allowed_class (op);
1142 } 979 }
1143 980
1144 update_object (op, UP_OBJ_FACE); 981 update_object (op, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 982 esrv_update_item (UPD_FACE, op, op);
1146 fix_player (op); 983 op->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 984 op->stats.hp = op->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 985 op->stats.sp = op->stats.maxsp;
1149 op->stats.grace = 0; 986 op->stats.grace = 0;
1150 987
1151 if (op->msg) 988 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 989 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 990
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0; 992 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 993}
1206 994
1207void 995void
1208flee_player (object *op) 996flee_player (object *op)
1209{ 997{
1239 { 1027 {
1240 op->enemy = NULL; 1028 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1030 return;
1243 } 1031 }
1032
1244 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1245 1034
1246 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1248 { 1037 {
1249 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1250 1039
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1041 return;
1254 }
1255 } 1042 }
1043
1256 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1046 op->enemy = NULL;
1259} 1047}
1260 1048
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1136 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1141 }
1142
1382 /* philosophy: 1143 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1148 * example.
1388 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1816 if (!dir) 1577 if (!dir)
1817 { 1578 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1580 return 0;
1820 } 1581 }
1582
1821 if (op->type == PLAYER) 1583 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1584 bow = op->contr->ranges[range_bow];
1823 else 1585 else
1824 { 1586 {
1825 for (bow = op->inv; bow; bow = bow->below) 1587 for (bow = op->inv; bow; bow = bow->below)
1833 { 1595 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1597 return 0;
1836 } 1598 }
1837 } 1599 }
1600
1838 if (!bow->race || !bow->skill) 1601 if (!bow->race || !bow->skill)
1839 { 1602 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1604 return 0;
1842 } 1605 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1608
1846 /* penalize ROF for bestarrow */ 1609 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1849 if (bowspeed < 1) 1613 if (bowspeed < 1)
1850 bowspeed = 1; 1614 bowspeed = 1;
1851 1615
1852 if (arrow == NULL) 1616 if (arrow == NULL)
1853 { 1617 {
1859 else 1623 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1625 return 0;
1862 } 1626 }
1863 } 1627 }
1628
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1630 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1631 return 0;
1868 } 1632
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1634 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1636 return 0;
1873 } 1637 }
1874 1638
1875 /* this should not happen, but sometimes does */ 1639 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1640 if (arrow->nrof == 0)
1877 { 1641 {
1878 remove_ob (arrow); 1642 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1643 return 0;
1881 } 1644 }
1882 1645
1883 left = arrow; /* these are arrows left to the player */ 1646 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1647 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1648 if (!arrow)
1886 { 1649 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1651 return 0;
1889 } 1652 }
1890 set_owner (arrow, op); 1653
1654 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1656 arrow->direction = dir;
1894 arrow->x = sx;
1895 arrow->y = sy;
1896 1657
1897 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1898 { 1659 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op); 1661 op->update_stats ();
1901 } 1662 }
1902 1663
1903 SET_ANIMATION (arrow, arrow->direction); 1664 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1666 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1667 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1668 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1669 arrow->spellarg = strdup (arrow->slaying);
1909 1670
1910 /* Note that this was different for monsters - they got their level 1671 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper. 1672 * added to the damage. I think the strength bonus is more proper.
1912 */ 1673 */
1913 1674
1915 1676
1916 /* update the speed */ 1677 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919 1680
1920 if (arrow->speed < 1.0) 1681 arrow->set_speed (max (arrow->speed, 1.0));
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0; 1682 arrow->speed_left = 0;
1924 1683
1925 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1926 { 1685 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1937 } 1696 }
1938 1697
1939 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1941 1700
1942 if (bow->slaying != NULL) 1701 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1944 1703
1945 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1704 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1706
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1708 m->insert (arrow, sx, sy, op);
1951 1709
1952 if (!arrow->destroyed ()) 1710 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1711 move_arrow (arrow);
1954 1712
1955 if (op->type == PLAYER) 1713 if (op->type == PLAYER)
1981 } 1739 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1741 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1743 wcmod = -1;
1744
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1746 }
1988 else if (op->contr->bowtype == bow_threewide) 1747 else if (op->contr->bowtype == bow_threewide)
1989 { 1748 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2060 1819
2061 if (item->arch) 1820 if (item->arch)
2062 { 1821 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2065 item->speed = 0; 1824 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1825 }
1826
2068 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1829 }
2071 } 1830 }
2072 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1832 drain_rod_charge (item);
2075 }
2076 } 1833 }
2077} 1834}
2078 1835
2079/* Received a fire command for the player - go and do it. 1836/* Received a fire command for the player - go and do it.
2080 */ 1837 */
2119 { 1876 {
2120 if (op->type == PLAYER) 1877 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return; 1879 return;
2123 } 1880 }
1881
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1882 do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return; 1883 return;
2126 case range_builder: 1884 case range_builder:
2127 apply_map_builder (op, dir); 1885 apply_map_builder (op, dir);
2128 return; 1886 return;
2129 default: 1887 default:
2223 * 0 otherwise 1981 * 0 otherwise
2224 */ 1982 */
2225static int 1983static int
2226player_attack_door (object *op, object *door) 1984player_attack_door (object *op, object *door)
2227{ 1985{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1986 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1987 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1988 * otherwise, we fall through to the rest of the code.
2232 */ 1989 */
2233 object *key = find_key (op, op, door); 1990 object *key = find_key (op, op, door);
2271 * It should keep the code cleaner. 2028 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2029 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2030 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2031 * going to try and move (not fire weapons).
2275 */ 2032 */
2276
2277void 2033void
2278move_player_attack (object *op, int dir) 2034move_player_attack (object *op, int dir)
2279{ 2035{
2280 object *tmp, *mon; 2036 object *tmp, *mon;
2281 sint16 nx, ny; 2037 sint16 nx, ny;
2283 maptile *m; 2039 maptile *m;
2284 2040
2285 nx = freearr_x[dir] + op->x; 2041 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2042 ny = freearr_y[dir] + op->y;
2287 2043
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2289 2045
2290 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2298 */ 2054 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 { 2056 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2058 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2304 if (!m) 2060 if (!m)
2305 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2306 } 2062 }
2307 else 2063 else
2308 m = op->map; 2064 m = op->map;
2309 2065
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2067 return;
2314 }
2315 2068
2316 mon = NULL; 2069 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2073 * on the space
2321 */ 2074 */
2322 while (tmp != NULL) 2075 while (tmp)
2323 { 2076 {
2324 if (tmp == op) 2077 if (tmp == op)
2325 { 2078 {
2326 tmp = tmp->above; 2079 tmp = tmp->above;
2327 continue; 2080 continue;
2337 mon = tmp; 2090 mon = tmp;
2338 2091
2339 tmp = tmp->above; 2092 tmp = tmp->above;
2340 } 2093 }
2341 2094
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2096 return; /* into a wall */
2344 2097
2345 if (mon->head != NULL) 2098 if (mon->head)
2346 mon = mon->head; 2099 mon = mon->head;
2347 2100
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2350 return; 2103 return;
2362 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2363 */ 2116 */
2364 if ((op->type == PLAYER) 2117 if ((op->type == PLAYER)
2365#if COZY_SERVER 2118#if COZY_SERVER
2366 && 2119 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2120 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2122#else
2370 && get_owner (mon) == op 2123 && mon->owner == op
2371#endif 2124#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2126 {
2374 /* If we're braced, we don't want to switch places with it */ 2127 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2128 if (op->contr->braced)
2376 return; 2129 return;
2130
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2132 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2133 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2134 make_visible (op);
2135
2381 return; 2136 return;
2382 } 2137 }
2383 2138
2384 /* in certain circumstances, you shouldn't attack friendly 2139 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2140 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2142 * attack them either.
2388 */ 2143 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2144 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2145 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2146#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2147 (op->contr->peaceful
2393 || (mon->type == PLAYER 2148 || (mon->type == PLAYER
2394 && mon->contr-> 2149 && mon->contr->
2395 peaceful)) && 2150 peaceful)) &&
2396#else 2151#else
2397 op->contr->peaceful && 2152 op->contr->peaceful &&
2398#endif 2153#endif
2399 !on_battleground)) 2154 !on_battleground))
2400 { 2155 {
2401 if (!op->contr->braced) 2156 if (!op->contr->braced)
2402 { 2157 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2159 push_ob (mon, dir, op);
2405 } 2160 }
2406 else 2161 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2162 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2163
2410 if (op->contr->tmp_invis || op->hide) 2164 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2165 make_visible (op);
2412 } 2166 }
2413 2167
2414 /* If the object is a boulder or other rollable object, then 2168 /* If the object is a boulder or other rollable object, then
2425 * Way it works is like this: First, it must have some hit points 2179 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2180 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2181 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2182 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2183 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2184 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2186 {
2434 2187
2435 /* If the player hasn't hit something this tick, and does 2188 /* If the player hasn't hit something this tick, and does
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2195 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2196
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2198 }
2446 2199
2447 skill_attack (mon, op, 0, NULL, NULL); 2200 skill_attack (mon, op, 0, 0, 0);
2448 2201
2449 /* If attacking another player, that player gets automatic 2202 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2203 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2204 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2205 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2208 {
2456 short luck = mon->stats.luck; 2209 short luck = mon->stats.luck;
2457 2210
2458 mon->contr->has_hit = 1; 2211 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2212 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2213 mon->stats.luck = luck;
2461 } 2214 }
2215
2462 if (action_makes_visible (op)) 2216 if (action_makes_visible (op))
2463 make_visible (op); 2217 make_visible (op);
2464 } 2218 }
2465 } /* if player should attack something */ 2219 } /* if player should attack something */
2466} 2220}
2468int 2222int
2469move_player (object *op, int dir) 2223move_player (object *op, int dir)
2470{ 2224{
2471 int pick; 2225 int pick;
2472 2226
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2228 return 0;
2475 2229
2476 /* Sanity check: make sure dir is valid */ 2230 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2231 if ((dir < 0) || (dir >= 9))
2478 { 2232 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2233 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2234 return 0;
2481 } 2235 }
2482 2236
2483 /* peterm: added following line */ 2237 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2486 2240
2487 op->facing = dir; 2241 op->facing = dir;
2488 2242
2501 2255
2502 /* Add special check for newcs players and fire on - this way, the 2256 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2257 * server can handle repeat firing.
2504 */ 2258 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2259 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2260 op->direction = dir;
2508 }
2509 else 2261 else
2510 {
2511 op->direction = 0; 2262 op->direction = 0;
2512 } 2263
2513 /* Update how the player looks. Use the facing, so direction may 2264 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2265 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2266 * for players.
2516 */ 2267 */
2517 animate_object (op, op->facing); 2268 animate_object (op, op->facing);
2569 2320
2570 /* call this here - we also will call this in do_ericserver, but 2321 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2322 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2323 * called, so we recheck it here.
2573 */ 2324 */
2574 HandleClient (&op->contr->socket, op->contr); 2325 if (op->contr->ns->handle_command ())
2326 return 1;
2327
2575 if (op->speed_left < 0) 2328 if (op->speed_left > 0)
2576 return 0; 2329 {
2577
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2330 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2331 {
2580 /* All move commands take 1 tick, at least for now */ 2332 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2333 op->speed_left--;
2582 2334
2583 /* Instead of all the stuff below, let move_player take care 2335 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in 2336 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff. 2337 * there, as well as the confusion stuff.
2586 */ 2338 */
2587 move_player (op, op->direction); 2339 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2340
2589 return 1; 2341 return op->speed_left > 0;
2590 else 2342 }
2591 return 0;
2592 } 2343 }
2344
2593 return 0; 2345 return 0;
2594} 2346}
2595 2347
2596int 2348int
2597save_life (object *op) 2349save_life (object *op)
2598{ 2350{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2351 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2352 return 0;
2603 2353
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2354 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2355 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2356 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2357 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2358 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2359
2609 if (op->contr) 2360 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2361 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2362
2612 free_object (tmp); 2363 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2365
2614 if (op->stats.hp < 0) 2366 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2367 op->stats.hp = op->stats.maxhp;
2368
2616 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2617 op->stats.food = 999; 2370 op->stats.food = 999;
2618 fix_player (op); 2371
2372 op->update_stats ();
2619 return 1; 2373 return 1;
2620 } 2374 }
2375
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2377 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2378 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2379 return 0;
2625} 2380}
2634{ 2389{
2635 object *next; 2390 object *next;
2636 2391
2637 while (op) 2392 while (op)
2638 { 2393 {
2639 next = op->below; /* Make sure we have a good value, in case 2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2395
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2397 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2398 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2399 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2400
2401 op->insert_at (env);
2650 } 2402 }
2651 else if (op->inv) 2403 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2404 remove_unpaid_objects (op->inv, env);
2405
2653 op = next; 2406 op = next;
2654 } 2407 }
2655} 2408}
2656
2657 2409
2658/* 2410/*
2659 * Returns pointer a static string containing gravestone text 2411 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2412 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2413 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2424 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2426 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2427 else
2676 sprintf (buf, "%s\n", &op->name); 2428 sprintf (buf, "%s\n", &op->name);
2429
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2431 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2432 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2433 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2434 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2435 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2436
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2437 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2438 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2439 if (op->type == PLAYER)
2686 { 2440 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2441 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2442 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2443 strcat (buf2, buf);
2690 } 2444 }
2445
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2446 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2448 strcat (buf2, buf);
2449
2694 return buf2; 2450 return buf2;
2695} 2451}
2696
2697
2698 2452
2699void 2453void
2700do_some_living (object *op) 2454do_some_living (object *op)
2701{ 2455{
2702 int last_food = op->stats.food; 2456 int last_food = op->stats.food;
2711 const int max_grace = 1; 2465 const int max_grace = 1;
2712 2466
2713 if (op->contr->outputs_sync) 2467 if (op->contr->outputs_sync)
2714 { 2468 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]); 2471 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2472 }
2719 2473
2720 if (op->contr->state == ST_PLAYING) 2474 if (op->contr->ns->state == ST_PLAYING)
2721 { 2475 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2476 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2477 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2478 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2479 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2480 else
2728 { 2481 {
2729 gen_hp = op->stats.maxhp; 2482 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2483 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2484 }
2485
2732 if (op->contr->gen_sp >= 0) 2486 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2487 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2488 else
2735 { 2489 {
2736 gen_sp = op->stats.maxsp; 2490 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2491 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2492 }
2493
2739 if (op->contr->gen_grace >= 0) 2494 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2495 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2496 else
2742 { 2497 {
2743 gen_grace = op->stats.maxgrace; 2498 gen_grace = op->stats.maxgrace;
2759 op->stats.food += op->contr->digestion; 2514 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2516 op->stats.food = last_food;
2762 } 2517 }
2763 } 2518 }
2519
2764 if (max_sp > 1) 2520 if (max_sp > 1)
2765 { 2521 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2522 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2523 if (over_sp > 0)
2768 { 2524 {
2769 if (op->stats.sp < op->stats.maxsp) 2525 if (op->stats.sp < op->stats.maxsp)
2770 { 2526 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2530 op->stats.sp--;
2531
2774 if (op->stats.sp > op->stats.maxsp) 2532 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2533 op->stats.sp = op->stats.maxsp;
2776 } 2534 }
2777 op->last_sp = 0; 2535 op->last_sp = 0;
2778 } 2536 }
2779 else 2537 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2539 }
2784 else 2540 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2542 }
2789 2543
2790 /* Regenerate Grace */ 2544 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2546 if (--op->last_grace < 0)
2793 { 2547 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2548 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2796 if (max_grace > 1) 2551 if (max_grace > 1)
2797 { 2552 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2554 if (over_grace > 0)
2800 { 2555 {
2828 op->stats.food += op->contr->digestion; 2583 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2585 op->stats.food = last_food;
2831 } 2586 }
2832 } 2587 }
2588
2833 if (max_hp > 1) 2589 if (max_hp > 1)
2834 { 2590 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2592 if (over_hp > 0)
2837 { 2593 {
2861 2617
2862 if (op->contr->gen_hp > 0) 2618 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2620 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622
2866 /* dms do not consume food */ 2623 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2624 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2625 op->stats.food--;
2869 } 2626 }
2870 }
2871 2627
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2628 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2629 {
2874 object *tmp, *flesh = NULL; 2630 object *tmp, *flesh = 0;
2875 2631
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2632 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2633 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2634 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2635 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2637 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2639 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2640 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2641 break;
2886 } 2642 }
2887 else if (tmp->type == FLESH) 2643 else if (tmp->type == FLESH)
2888 flesh = tmp; 2644 flesh = tmp;
2889 } /* End if paid for object */ 2645 } /* End if paid for object */
2890 } /* end of for loop */ 2646 } /* end of for loop */
2647
2891 /* If player is still starving, it means they don't have any food, so 2648 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2649 * eat flesh instead.
2893 */ 2650 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2652 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2654 manual_apply (op, flesh, 0);
2898 } 2655 }
2899 } /* end if player is starving */ 2656 }
2900 2657
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2658 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2659 op->stats.food++, op->stats.hp--;
2903 2660
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2662 kill_player (op);
2663 }
2906} 2664}
2907
2908
2909 2665
2910/* If the player should die (lack of hp, food, etc), we call this. 2666/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2667 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2668 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2669 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2699 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2701
2946 /* restore player */ 2702 /* restore player */
2947 at = archetype::find ("poisoning"); 2703 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2704 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2705 {
2951 remove_ob (tmp); 2706 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2708 }
2955 2709
2956 at = archetype::find ("confusion"); 2710 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2711 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2712 {
2960 remove_ob (tmp); 2713 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2715 }
2964 2716
2965 cure_disease (op, 0); /* remove any disease */ 2717 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2718 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2719 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2720 op->stats.food = 999;
2969 2721
2970 /* create a bodypart-trophy to make the winner happy */ 2722 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2723 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2724 {
2974 sprintf (buf, "%s's finger", &op->name); 2725 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2726 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2727 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2728 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2730 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2731 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2732 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2733 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2734 }
2985 2735
2986 /* teleport defeated player to new destination */ 2736 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2737 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2738 op->contr->braced = 0;
2993 2743
2994 command_kill_pets (op, 0); 2744 command_kill_pets (op, 0);
2995 2745
2996 if (op->stats.food < 0) 2746 if (op->stats.food < 0)
2997 { 2747 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2748 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2749 strcpy (op->contr->killer, "starvation");
3007 } 2750 }
3008 else 2751 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2752 sprintf (buf, "%s died.", &op->name);
3018 } 2753
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2755
3021 /* save the map location for corpse, gravestone */ 2756 /* save the map location for corpse, gravestone */
3022 x = op->x; 2757 x = op->x;
3023 y = op->y; 2758 y = op->y;
3024 map = op->map; 2759 map = op->map;
3025 2760
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2761 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2762 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2763 * See the config.h file for a little more in depth detail about this.
3032 */ 2764 */
3033 2765
3034 /* Basically two ways to go - remove a stat permanently, or just 2766 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2767 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2768 * of death.
3037 */ 2769 */
3038#ifndef COZY_SERVER 2770#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2771 if (settings.balanced_stat_loss)
3040 { 2772 {
3041 /* If stat loss is permanent, lose one stat only. */ 2773 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2774 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2775 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2776 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2777 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2778 little bit harder. */
3047 /* GD */ 2779 /* GD */
3048 if (settings.stat_loss_on_death) 2780 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2781 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2782 else
3054 { 2783 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2784 }
2785 else
3055 num_stats_lose = 1; 2786 num_stats_lose = 1;
3056 } 2787
3057 lost_a_stat = 0; 2788 lost_a_stat = 0;
3058 2789
3059 for (z = 0; z < num_stats_lose; z++) 2790 for (z = 0; z < num_stats_lose; z++)
3060 { 2791 {
3061 i = RANDOM () % NUM_STATS; 2792 i = RANDOM () % NUM_STATS;
3062 2793
3063 if (settings.stat_loss_on_death) 2794 if (settings.stat_loss_on_death)
3064 { 2795 {
3065 /* Pick a random stat and take a point off it. Tell the player 2796 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2797 * what he lost.
3067 */ 2798 */
3068 change_attr_value (&(op->stats), i, -1); 2799 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2800 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2801 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2802 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2804 lost_a_stat = 1;
2805 }
2806 else
2807 {
2808 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion");
2810 object *dep;
2811
2812 dep = present_arch_in_ob (deparch, op);
2813 if (!dep)
2814 {
2815 dep = arch_to_object (deparch);
2816 insert_ob_in_ob (dep, op);
3074 } 2817 }
3075 else 2818 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss)
3076 { 2820 {
3077 /* deplete a stat */ 2821 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2822 /* Get the stat that we're about to deplete. */
3079 object *dep; 2823 this_stat = get_attr_value (&(dep->stats), i);
3080 2824 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2825 {
3084 dep = arch_to_object (deparch); 2826 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2827 int keep_chance = this_stat * this_stat;
3086 } 2828
3087 lose_this_stat = 1; 2829 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2830 if (keep_chance < 1)
2831 keep_chance = 1;
2832
2833 /* There is a maximum depletion total per level. */
2834 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2835 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2836 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2837 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2838 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2839 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2840 else
3129 if (this_stat >= -50)
3130 { 2841 {
3131 change_attr_value (&(dep->stats), i, -1); 2842 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2843 lose_this_stat = 0;
2844 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2845 this_stat, keep_chance, loss_chance,
2846 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2847 }
3137 } 2848 }
3138 } 2849 }
2850
2851 if (lose_this_stat)
2852 {
2853 this_stat = get_attr_value (&(dep->stats), i);
2854 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low
2857 * and should be roughly the same, so it shouldn't make a
2858 * difference.
2859 */
2860 if (this_stat >= -50)
2861 {
2862 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats ();
2866 lost_a_stat = 1;
2867 }
3139 } 2868 }
2869 }
2870 }
3140 /* If no stat lost, tell the player. */ 2871 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2872 if (!lost_a_stat)
3142 { 2873 {
3143 /* determine_god() seems to not work sometimes... why is this? 2874 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2875 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2876 const char *god = determine_god (op);
3146 2877
3147 if (god && (strcmp (god, "none"))) 2878 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2879 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2880 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2882 }
3152#else 2883#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2885#endif
3155 2886
3156 /* Put a gravestone up where the character 'almost' died. List the 2887 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2888 * exp loss on the stone.
3158 */ 2889 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2890 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2891 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2892 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2893 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2894 tmp->name_pl = buf;
3164 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); 2895 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);
3165 tmp->msg = buf; 2896 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2897 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2898 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2899
3169 /**************************************/ 2900 /**************************************/
3170 /* */ 2901 /* */
3171 /* Subtract the experience points, */ 2902 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2903 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2904 /* food, and reset HP's... */
3174 /* */ 2905 /* */
3175 /**************************************/ 2906 /**************************************/
3176 2907
3177 /* remove any poisoning and confusion the character may be suffering. */ 2908 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2909 /* restore player */
3179 at = archetype::find ("poisoning"); 2910 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2911 tmp = present_arch_in_ob (at, op);
2912
3181 if (tmp) 2913 if (tmp)
3182 { 2914 {
3183 remove_ob (tmp); 2915 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2917 }
3187 2918
3188 at = archetype::find ("confusion"); 2919 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2920 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2921 if (tmp)
3191 { 2922 {
3192 remove_ob (tmp); 2923 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2925 }
3196 2926
3197 cure_disease (op, 0); /* remove any disease */ 2927 cure_disease (op, 0); /* remove any disease */
3198 2928
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2929 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2930 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2931 if (op->stats.food < 100)
3202 op->stats.food = 900; 2932 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2933 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2936
3207 /* 2937 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2938 * Check to see if the player is in a shop. IF so, then check to see if
3209 * the player has any unpaid items. If so, remove them and put them back 2939 * the player has any unpaid items. If so, remove them and put them back
3210 * in the map. 2940 * in the map.
3211 */ 2941 */
3212 2942
3213 if (is_in_shop (op)) 2943 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2944 remove_unpaid_objects (op->inv, op);
3215 2945
3216 /****************************************/ 2946 /****************************************/
3217 /* */ 2947 /* */
3218 /* Move player to his current respawn- */ 2948 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2949 /* position (usually last savebed) */
3220 /* */ 2950 /* */
3221 /****************************************/ 2951 /****************************************/
3222 2952
3223 enter_player_savebed (op); 2953 enter_player_savebed (op);
3224 2954
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2955 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2956
3231 /* it is possible that the player has blown something up 2957 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2958 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2959 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2960 * on the space that might harm the player.
3235 */ 2961 */
3236 will_kill_again = 0; 2962 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2963 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2964 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2965 will_kill_again |= tmp->attacktype;
3240 2966
3241 if (will_kill_again) 2967 if (will_kill_again)
3242 { 2968 {
3243 object *force; 2969 object *force;
3244 int at; 2970 int at;
3245 2971
3246 force = get_archetype (FORCE_NAME); 2972 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2973 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2974 force->speed = 0.1;
3249 force->speed_left = -5.0; 2975 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED); 2976 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2977 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2978 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2979 force->resist[at] = 100;
3254 2980
3255 insert_ob_in_ob (force, op); 2981 insert_ob_in_ob (force, op);
3256 fix_player (op); 2982 op->update_stats ();
3257 2983
3258 } 2984 }
3259 2985
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2986 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2987}
3330
3331 2988
3332void 2989void
3333loot_object (object *op) 2990loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2991{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2992 object *tmp, *tmp2, *next;
3336 2993
3337 if (op->container) 2994 if (op->container)
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container); 2995 esrv_apply_container (op, op->container); /* close open sack first */
3340 }
3341 2996
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2997 for (tmp = op->inv; tmp; tmp = next)
3343 { 2998 {
3344 next = tmp->below; 2999 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 3000
3001 if (tmp->invisible)
3346 continue; 3002 continue;
3347 remove_ob (tmp); 3003
3004 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 3005 tmp->x = op->x, tmp->y = op->y;
3349 if (tmp->type == CONTAINER) 3006 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 3007 { /* empty container to ground */
3351 loot_object (tmp); 3008 loot_object (tmp);
3352 } 3009 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354 { 3011 {
3355 if (tmp->nrof > 1) 3012 if (tmp->nrof > 1)
3356 { 3013 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 3015 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 3016 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 3017 }
3361 else 3018 else
3362 free_object (tmp); 3019 tmp->destroy ();
3363 } 3020 }
3364 else 3021 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 3022 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 3023 }
3367} 3024}
3373 */ 3030 */
3374 3031
3375void 3032void
3376fix_weight (void) 3033fix_weight (void)
3377{ 3034{
3378 player *pl; 3035 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 3036 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 3038
3384 if (old == sum) 3039 if (old == sum)
3385 continue; 3040 continue;
3386 fix_player (pl->ob); 3041 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3042 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 3043 }
3389} 3044}
3390 3045
3391void 3046void
3392fix_luck (void) 3047fix_luck (void)
3393{ 3048{
3394 player *pl; 3049 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3050 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3051 pl->ob->change_luck (0);
3399} 3052}
3400
3401 3053
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3054/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3055 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3056 * just treat this as any other spell casting object.
3405 */ 3057 */
3406
3407void 3058void
3408cast_dust (object *op, object *throw_ob, int dir) 3059cast_dust (object *op, object *throw_ob, int dir)
3409{ 3060{
3410 object *skop, *spob; 3061 object *skop, *spob;
3411 3062
3432 if (op->type == PLAYER) 3083 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3084 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3085
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3086 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3087
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3088 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3089}
3441 3090
3442void 3091void
3443make_visible (object *op) 3092make_visible (object *op)
3444{ 3093{
3458 object *tmp = NULL; 3107 object *tmp = NULL;
3459 3108
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3110 return 1;
3462 3111
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3112 return 0;
3469} 3113}
3470 3114
3471/* look at the surrounding terrain to determine 3115/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3116 * the hideability of this object. Positive levels
3528 3172
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3173 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3174
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3175 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3176 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3177 if (!skop || num >= skop->level)
3535 { 3178 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3180 make_visible (op);
3538 return; 3181 return;
3539 } 3182 }
3540 else 3183 else
3541 num += 20; 3184 num += 20;
3542 } 3185
3543 num += op->map->difficulty; 3186 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3187 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3188 num -= hide;
3189
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3191 {
3548 make_visible (op); 3192 make_visible (op);
3549 if (op->type == PLAYER) 3193 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3194 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3195 }
3552 else if (op->type == PLAYER && skop) 3196 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3197 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3198}
3557 3199
3558/* determine if who is standing near a hostile creature. */ 3200/* determine if who is standing near a hostile creature. */
3559 3201
3560int 3202int
3587 if (mflags & P_OUT_OF_MAP) 3229 if (mflags & P_OUT_OF_MAP)
3588 continue; 3230 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3231 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3232 continue;
3591 3233
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3234 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3235 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3236 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3237 return 1;
3596 else if (tmp->type == PLAYER) 3238 else if (tmp->type == PLAYER)
3597 { 3239 {
3627 if (pl->type != PLAYER) 3269 if (pl->type != PLAYER)
3628 { 3270 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3271 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3272 return -1;
3631 } 3273 }
3274
3632 if (!pl || !op) 3275 if (!pl || !op)
3633 return 0; 3276 return 0;
3634 3277
3635 if (op->head)
3636 {
3637 op = op->head; 3278 op = op->head_ ();
3638 } 3279
3639 get_rangevector (pl, op, &rv, 0x1); 3280 get_rangevector (pl, op, &rv, 0x1);
3640 3281
3641 /* starting with the 'head' part, lets loop 3282 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3283 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3284 * part that is in the los array but isnt on
3651 3292
3652 /* only the viewable area the player sees is updated by LOS 3293 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3294 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3295 * for any meaningful values.
3655 */ 3296 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3298 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3300 return 1;
3660 op = op->more; 3301 op = op->more;
3661 } 3302 }
3662 return 0; 3303 return 0;
3663} 3304}
3773 if (trlist == NULL || who->type != PLAYER) 3414 if (trlist == NULL || who->type != PLAYER)
3774 return; 3415 return;
3775 3416
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3418
3778 if (tr == NULL || tr->item == NULL) 3419 if (!tr || !tr->item)
3779 { 3420 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3422 return;
3782 } 3423 }
3783 3424
3849 { 3490 {
3850 /* forces in the treasurelist can alter the player's stats */ 3491 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3492 object *skin;
3852 3493
3853 /* first get the dragon skin force */ 3494 /* first get the dragon skin force */
3495 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3496 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3497 ;
3498
3855 if (skin == NULL) 3499 if (!skin)
3856 return; 3500 return;
3857 3501
3858 /* adding new spellpath attunements */ 3502 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3503 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3504 {

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