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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.77 by root, Sun Dec 31 21:02:05 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
87 return; 57 return;
88 58
89 motd[0] = '\0'; 59 motd[0] = '\0';
90 size = 0; 60 size = 0;
91 61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
96 66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 86 return;
117 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
120 90
121 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
122 { 92 {
123 if (*buf == '#') 93 if (*buf == '#')
124 continue; 94 continue;
125 95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
187} 157}
188 158
189int 159/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 160static void
161set_first_map (object *op)
191{ 162{
192 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 166}
202 167
203/* This no longer sets the player map. Also, it now updates 168void
204 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 170{
217 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
218 int i;
219 172
220 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
221 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 217 */
223 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
224 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate_recursive ();
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 ob->roll_stats ();
301}
302
303player::player ()
304{
225 /* There are some elements we want initialized to non zero value - 305 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 306 * we deal with that below this point.
227 */ 307 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 308 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 309 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 310 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 311
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 312 savebed_map = first_map_path; /* Init. respawn position */
239 313
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 314 gen_sp_armour = 10;
258 p->last_speed = -1; 315 last_speed = -1;
259 p->shoottype = range_none; 316 shoottype = range_none;
260 p->bowtype = bow_normal; 317 bowtype = bow_normal;
261 p->petmode = pet_normal; 318 petmode = pet_normal;
262 p->listening = 10; 319 listening = 10;
263 p->usekeys = containers; 320 usekeys = containers;
264 p->last_weapon_sp = -1; 321 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 322 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 323 do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273 324
274 /* we need to clear these to -1 and not zero - otherwise, 325 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 326 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 327 * send new values to the client, as things like exp start
277 * at zero. 328 * at zero.
278 */ 329 */
279 for (i = 0; i < NUM_SKILLS; i++) 330 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 331 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 332
285 for (i = 0; i < NROFATTACKS; i++) 333 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 334 last_resist[i] = -1;
287 335
288 p->last_stats.exp = -1; 336 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 337 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 338}
296 339
297/* This loads the first map an puts the player on it. */ 340void
298static void 341player::do_destroy ()
299set_first_map (object *op)
300{ 342{
301 strcpy (op->contr->maplevel, first_map_path); 343 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 344
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
307/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 395 return pl;
335} 396}
336 397
337/* 398/*
338 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
364 425
365object * 426object *
366get_nearest_player (object *mon) 427get_nearest_player (object *mon)
367{ 428{
368 object *op = NULL; 429 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 430 objectlink *ol;
371 unsigned lastdist; 431 unsigned lastdist;
372 rv_vector rv; 432 rv_vector rv;
373 433
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
406 { 466 {
407 op = ol->ob; 467 op = ol->ob;
408 lastdist = rv.distance; 468 lastdist = rv.distance;
409 } 469 }
410 } 470 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 471
412 { 472 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 473 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 474 if (lastdist > rv.distance)
417 { 475 {
418 op = pl->ob; 476 op = pl->ob;
419 lastdist = rv.distance; 477 lastdist = rv.distance;
420 } 478 }
421 } 479
422 }
423#if 0 480#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 481 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 482#endif
426 return op; 483 return op;
427} 484}
445 * circling behaviour. Unfortunately, this function is also used to determined 502 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 503 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 504 * is probably not a good thing.
448 */ 505 */
449#define MAX_SPACES 50 506#define MAX_SPACES 50
450
451 507
452/* 508/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 509 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 510 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 511 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
695 link_player_skills (pl); 751 link_player_skills (pl);
696} 752}
697 753
698void 754void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
783{ 756{
784 if (party == NULL) 757 if (party == NULL)
785 { 758 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 760 return;
788 } 761 }
762
789 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 767}
794
795 768
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 770static int
798roll_stat (void) 771roll_stat (void)
799{ 772{
800 int a[4], i, j, k; 773 int a[4], i, j, k;
801 774
802 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 779 if (a[i] < k)
807 k = a[i], j = i; 780 k = a[i], j = i;
808 781
809 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 783 if (i != j)
812 k += a[i]; 784 k += a[i];
813 } 785
814 return k; 786 return k;
815} 787}
816 788
817void 789void
818roll_stats (object *op) 790object::roll_stats ()
819{ 791{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 792 int statsort [7];
823 793
824 do 794 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 795 {
835 while (sum < 82 || sum > 116); 796 int sum = 0;
797 for (int i = 7; i--; )
798 sum += statsort [i] = roll_stat ();
836 799
800 if (sum >= 82 && sum <= 116)
801 break;
802 }
803
837 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 806
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 807 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 808 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 809 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 810 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 811 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 812 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 813 stats.Cha = statsort[6];
870 814
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 815 stats.exp = 0;
882 op->stats.ac = 0; 816 stats.ac = 0;
883 817
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
892 op->contr->orig_stats = op->stats; 828 contr->orig_stats = stats;
829 }
893} 830}
894 831
895void 832void
896Roll_Again (object *op) 833object::swap_stats (int a, int b)
897{ 834{
898 esrv_new_player (op->contr, 0); 835 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 837 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 838
903void 839 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
905{ 871{
906 signed char tmp;
907 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
908 873
909 if (op->contr->Swap_First == -1) 874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 878}
1024 879
1025/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1029 * not the class. 884 * not the class.
1030 */ 885 */
1031
1032int 886int
1033key_change_class (object *op, char key) 887key_change_class (object *op, char key)
1034{ 888{
1035 int tmp_loop; 889 int tmp_loop;
1036 890
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 891 if (key == 'd' || key == 'D')
1044 { 892 {
1045 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
1046 894
1047 /* this must before then initial items are given */ 895 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 900 create_treasure (tl, op, 0, 0, 0);
1053 901
1054 INVOKE_PLAYER (BIRTH, op->contr); 902 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 903 INVOKE_PLAYER (LOGIN, op->contr);
1056 904
1057 op->contr->state = ST_PLAYING; 905 op->contr->ns->state = ST_PLAYING;
1058 906
1059 if (op->msg) 907 if (op->msg)
1060 op->msg = NULL; 908 op->msg = NULL;
1061 909
1062 /* We create this now because some of the unique maps will need it 910 /* We create this now because some of the unique maps will need it
1071 start_info (op); 919 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 920 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 921 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 922 link_player_skills (op);
1075 esrv_send_inventory (op, op); 923 esrv_send_inventory (op, op);
1076 fix_player (op); 924 op->update_stats ();
1077 925
1078 /* This moves the player to a different start map, if there 926 /* This moves the player to a different start map, if there
1079 * is one for this race 927 * is one for this race
1080 */ 928 */
1081 if (*first_map_ext_path) 929 if (*first_map_ext_path)
1082 { 930 {
1083 object *tmp; 931 object *tmp;
1084 char mapname[MAX_BUF]; 932 char mapname[MAX_BUF];
1085 933
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 934 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 935 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 936 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 937 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 938 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 939 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 940 * if the map isn't there, then stay on the
1093 * default initial map */ 941 * default initial map */
1094 tmp->destroy (); 942 tmp->destroy ();
1095 } 943 }
1096 else 944 else
1107 while (!tmp_loop) 955 while (!tmp_loop)
1108 { 956 {
1109 shstr name = op->name; 957 shstr name = op->name;
1110 int x = op->x, y = op->y; 958 int x = op->x, y = op->y;
1111 959
1112 remove_statbonus (op); 960 op->remove_statbonus ();
1113 op->remove (); 961 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 962 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 963 op->arch->clone.copy_to (op);
1116 op->instantiate (); 964 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 965 op->stats = op->contr->orig_stats;
1119 op->x = x; 967 op->x = x;
1120 op->y = y; 968 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 969 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 970 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 971 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 972 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 973 tmp_loop = allowed_class (op);
1126 } 974 }
1127 975
1128 update_object (op, UP_OBJ_FACE); 976 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 977 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 978 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 979 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 980 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 981 op->stats.grace = 0;
1134 982
1135 if (op->msg) 983 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 984 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 985
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 987 return 0;
1140} 988}
1141 989
1142int 990int
1143key_confirm_quit (object *op, char key) 991key_confirm_quit (object *op, char key)
1144{ 992{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 994 {
1149 op->contr->state = ST_PLAYING; 995 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 997 return 1;
1152 } 998 }
1153 999
1154 INVOKE_PLAYER (LOGOUT, op->contr); 1000 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr); 1001 INVOKE_PLAYER (QUIT, op->contr);
1156 1002
1003 op->contr->enable_save = false;
1004
1157 terminate_all_pets (op); 1005 terminate_all_pets (op);
1158 leave_map (op); 1006 op->remove ();
1159 op->direction = 0; 1007 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161 1009
1162 strcpy (op->contr->killer, "quit"); 1010 strcpy (op->contr->killer, "quit");
1163 check_score (op); 1011 check_score (op);
1164 op->contr->party = NULL; 1012 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1167 1015
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1; 1016 return 1;
1189} 1017}
1190 1018
1191void 1019void
1192flee_player (object *op) 1020flee_player (object *op)
1223 { 1051 {
1224 op->enemy = NULL; 1052 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1053 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1054 return;
1227 } 1055 }
1056
1228 get_rangevector (op, op->enemy, &rv, 0); 1057 get_rangevector (op, op->enemy, &rv, 0);
1229 1058
1230 dir = absdir (4 + rv.direction); 1059 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1060 for (diff = 0; diff < 3; diff++)
1232 { 1061 {
1233 int m = 1 - (RANDOM () & 2); 1062 int m = 1 - (RANDOM () & 2);
1234 1063
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1064 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1065 return;
1238 }
1239 } 1066 }
1067
1240 /* Cornered, get rid of scared */ 1068 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1069 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1070 op->enemy = NULL;
1243} 1071}
1244 1072
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1159 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1160 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1162 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1163
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1164 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1165 }
1166
1366 /* philosophy: 1167 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1168 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1169 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1172 * example.
1372 * The drawback: right now it has no frontend, so you need to 1173 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1174 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1874 return 0; 1675 return 0;
1875 } 1676 }
1876 1677
1877 arrow->set_owner (op); 1678 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1680 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1681
1884 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1885 { 1683 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1685 op->update_stats ();
1888 } 1686 }
1889 1687
1890 SET_ANIMATION (arrow, arrow->direction); 1688 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1690 arrow->stats.hp = arrow->stats.dam;
1902 1700
1903 /* update the speed */ 1701 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1704
1907 if (arrow->speed < 1.0) 1705 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1706 arrow->speed_left = 0;
1911 1707
1912 if (op->type == PLAYER) 1708 if (op->type == PLAYER)
1913 { 1709 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1928 1724
1929 if (bow->slaying) 1725 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1726 arrow->slaying = bow->slaying;
1931 1727
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1730
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1732 m->insert (arrow, sx, sy, op);
1938 1733
1939 if (!arrow->destroyed ()) 1734 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1735 move_arrow (arrow);
1941 1736
1942 if (op->type == PLAYER) 1737 if (op->type == PLAYER)
1968 } 1763 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1764 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1765 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1767 wcmod = -1;
1768
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1770 }
1975 else if (op->contr->bowtype == bow_threewide) 1771 else if (op->contr->bowtype == bow_threewide)
1976 { 1772 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1843
2048 if (item->arch) 1844 if (item->arch)
2049 { 1845 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2052 item->speed = 0; 1848 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1849 }
1850
2055 if ((tmp = is_player_inv (item))) 1851 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1853 }
2058 } 1854 }
2059 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1856 drain_rod_charge (item);
2062 }
2063 } 1857 }
2064} 1858}
2065 1859
2066/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2067 */ 1861 */
2210 * 0 otherwise 2004 * 0 otherwise
2211 */ 2005 */
2212static int 2006static int
2213player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2214{ 2008{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 2010 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2219 */ 2012 */
2220 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2262 */ 2055 */
2263
2264void 2056void
2265move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2266{ 2058{
2267 object *tmp, *mon; 2059 object *tmp, *mon;
2268 sint16 nx, ny; 2060 sint16 nx, ny;
2270 maptile *m; 2062 maptile *m;
2271 2063
2272 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2274 2066
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2276 2068
2277 /* If braced, or can't move to the square, and it is not out of the 2069 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2070 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2071 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2072 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2293 } 2085 }
2294 else 2086 else
2295 m = op->map; 2087 m = op->map;
2296 2088
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2090 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2092 return;
2301 } 2093 }
2302 2094
2303 mon = NULL; 2095 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2097 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2098 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2099 * on the space
2308 */ 2100 */
2309 while (tmp != NULL) 2101 while (tmp)
2310 { 2102 {
2311 if (tmp == op) 2103 if (tmp == op)
2312 { 2104 {
2313 tmp = tmp->above; 2105 tmp = tmp->above;
2314 continue; 2106 continue;
2324 mon = tmp; 2116 mon = tmp;
2325 2117
2326 tmp = tmp->above; 2118 tmp = tmp->above;
2327 } 2119 }
2328 2120
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2122 return; /* into a wall */
2331 2123
2332 if (mon->head != NULL) 2124 if (mon->head)
2333 mon = mon->head; 2125 mon = mon->head;
2334 2126
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2337 return; 2129 return;
2374 * attack them either. 2166 * attack them either.
2375 */ 2167 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2171 (op->contr->peaceful
2380 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2381 && mon->contr-> 2173 && mon->contr->
2382 peaceful)) && 2174 peaceful)) &&
2383#else 2175#else
2384 op->contr->peaceful && 2176 op->contr->peaceful &&
2385#endif 2177#endif
2386 !on_battleground)) 2178 !on_battleground))
2387 { 2179 {
2388 if (!op->contr->braced) 2180 if (!op->contr->braced)
2389 { 2181 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2392 } 2184 }
2393 else 2185 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2187
2397 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2189 make_visible (op);
2399 } 2190 }
2400 2191
2401 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2221
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2223 }
2433 2224
2434 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2435 2226
2436 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2230 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2233 {
2443 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2444 2235
2445 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2448 } 2239 }
2240
2449 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2450 make_visible (op); 2242 make_visible (op);
2451 } 2243 }
2452 } /* if player should attack something */ 2244 } /* if player should attack something */
2453} 2245}
2488 2280
2489 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2282 * server can handle repeat firing.
2491 */ 2283 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2285 op->direction = dir;
2495 }
2496 else 2286 else
2497 {
2498 op->direction = 0; 2287 op->direction = 0;
2499 } 2288
2500 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2291 * for players.
2503 */ 2292 */
2504 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2557 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2348 * called, so we recheck it here.
2560 */ 2349 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2352 ;
2564 2353
2565 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2566 return 0; 2355 return 0;
2567 2356
2606 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2607 2396
2608 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2609 op->stats.food = 999; 2398 op->stats.food = 999;
2610 2399
2611 fix_player (op); 2400 op->update_stats ();
2612 return 1; 2401 return 1;
2613 } 2402 }
2614 2403
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2417{
2629 object *next; 2418 object *next;
2630 2419
2631 while (op) 2420 while (op)
2632 { 2421 {
2633 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2423
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2425 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2428
2429 op->insert_at (env);
2644 } 2430 }
2645 else if (op->inv) 2431 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2647 2433
2648 op = next; 2434 op = next;
2649 } 2435 }
2650} 2436}
2651
2652 2437
2653/* 2438/*
2654 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2476 strcat (buf2, buf);
2692 2477
2693 return buf2; 2478 return buf2;
2694} 2479}
2695
2696
2697 2480
2698void 2481void
2699do_some_living (object *op) 2482do_some_living (object *op)
2700{ 2483{
2701 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2710 const int max_grace = 1; 2493 const int max_grace = 1;
2711 2494
2712 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2713 { 2496 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2500 }
2718 2501
2719 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2720 { 2503 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2508 else
2727 { 2509 {
2728 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2512 }
2513
2731 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2516 else
2734 { 2517 {
2735 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2520 }
2521
2738 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2524 else
2741 { 2525 {
2742 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2544 op->stats.food = last_food;
2761 } 2545 }
2762 } 2546 }
2547
2763 if (max_sp > 1) 2548 if (max_sp > 1)
2764 { 2549 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2551 if (over_sp > 0)
2767 { 2552 {
2768 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2769 { 2554 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2558 op->stats.sp--;
2559
2773 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2775 } 2562 }
2776 op->last_sp = 0; 2563 op->last_sp = 0;
2777 } 2564 }
2778 else 2565 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2567 }
2783 else 2568 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2570 }
2788 2571
2789 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2792 { 2575 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2795 if (max_grace > 1) 2579 if (max_grace > 1)
2796 { 2580 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2582 if (over_grace > 0)
2799 { 2583 {
2827 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2613 op->stats.food = last_food;
2830 } 2614 }
2831 } 2615 }
2616
2832 if (max_hp > 1) 2617 if (max_hp > 1)
2833 { 2618 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2620 if (over_hp > 0)
2836 { 2621 {
2860 2645
2861 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2648 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2865 /* dms do not consume food */ 2651 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2653 op->stats.food--;
2868 } 2654 }
2869 }
2870 2655
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2657 {
2873 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2874 2659
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2661 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2669 break;
2885 } 2670 }
2886 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2887 flesh = tmp; 2672 flesh = tmp;
2888 } /* End if paid for object */ 2673 } /* End if paid for object */
2889 } /* end of for loop */ 2674 } /* end of for loop */
2675
2890 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2677 * eat flesh instead.
2892 */ 2678 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2680 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2897 } 2683 }
2898 } /* end if player is starving */ 2684 }
2899 2685
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2902 2688
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2690 kill_player (op);
2691 }
2905} 2692}
2906
2907
2908 2693
2909/* If the player should die (lack of hp, food, etc), we call this. 2694/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2695 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2696 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2697 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2729
2945 /* restore player */ 2730 /* restore player */
2946 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2733 {
2950 tmp->destroy (); 2734 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2736 }
2953 2737
2954 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2740 {
2958 tmp->destroy (); 2741 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2743 }
2961 2744
2963 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2748 op->stats.food = 999;
2966 2749
2967 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2752 {
2971 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2754 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2758 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2762 }
2982 2763
2983 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2766 op->contr->braced = 0;
3011 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
3012 return; 2793 return;
3013 } 2794 }
3014 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3015 } 2796 }
2797
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2799
3018 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3019 x = op->x; 2801 x = op->x;
3020 y = op->y; 2802 y = op->y;
3021 map = op->map; 2803 map = op->map;
3022 2804
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2806 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2807 * See the config.h file for a little more in depth detail about this.
3029 */ 2808 */
3030 2809
3031 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2812 * of death.
3034 */ 2813 */
3035#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3037 { 2816 {
3038 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2819 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2822 little bit harder. */
3044 /* GD */ 2823 /* GD */
3045 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2825 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2826 else
3051 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3052 num_stats_lose = 1; 2830 num_stats_lose = 1;
3053 } 2831
3054 lost_a_stat = 0; 2832 lost_a_stat = 0;
3055 2833
3056 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3057 { 2835 {
3058 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3059 2837
3060 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3061 { 2839 {
3062 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2841 * what he lost.
3064 */ 2842 */
3065 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3071 } 2861 }
3072 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3073 { 2864 {
3074 /* deplete a stat */ 2865 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3076 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3077 2868 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2869 {
3081 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3083 } 2872
3084 lose_this_stat = 1; 2873 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2879 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2880 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2882 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2883 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2884 else
3126 if (this_stat >= -50)
3127 { 2885 {
3128 change_attr_value (&(dep->stats), i, -1); 2886 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2891 }
3134 } 2892 }
3135 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3136 } 2912 }
2913 }
2914 }
3137 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2916 if (!lost_a_stat)
3139 { 2917 {
3140 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3143 2921
3144 if (god && (strcmp (god, "none"))) 2922 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2924 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2926 }
3149#else 2927#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2929#endif
3152 2930
3153 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2932 * exp loss on the stone.
3155 */ 2933 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2936 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2938 tmp->name_pl = buf;
3161 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); 2939 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);
3162 tmp->msg = buf; 2940 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2943
3166 /**************************************/ 2944 /**************************************/
3167 /* */ 2945 /* */
3168 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3171 /* */ 2949 /* */
3172 /**************************************/ 2950 /**************************************/
3173 2951
3174 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2953 /* restore player */
3176 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3178 2956
3179 if (tmp) 2957 if (tmp)
3180 { 2958 {
3181 tmp->destroy (); 2959 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2961 }
3184 2962
3185 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2965 if (tmp)
3188 { 2966 {
3189 tmp->destroy (); 2967 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2969 }
3192 2970
3193 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3194 2972
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3198 op->stats.food = 900; 2976 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2980
3203 /* 2981 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2982 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back 2983 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2984 * in the map.
3207 */ 2985 */
3208 2986
3209 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3211 2989
3212 /****************************************/ 2990 /****************************************/
3213 /* */ 2991 /* */
3214 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3216 /* */ 2994 /* */
3217 /****************************************/ 2995 /****************************************/
3218 2996
3219 enter_player_savebed (op); 2997 enter_player_savebed (op);
3220 2998
3221 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 3000 * chance of abuse.
3223 */ 3001 */
3224 op->contr->braced = 0; 3002 op->contr->braced = 0;
3225 save_player (op, 1); 3003 op->contr->save ();
3226 3004
3227 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3008 * on the space that might harm the player.
3231 */ 3009 */
3232 will_kill_again = 0; 3010 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3236 3014
3237 if (will_kill_again) 3015 if (will_kill_again)
3238 { 3016 {
3239 object *force; 3017 object *force;
3240 int at; 3018 int at;
3241 3019
3242 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3022 force->speed = 0.1;
3245 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3027 force->resist[at] = 100;
3250 3028
3251 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3252 fix_player (op); 3030 op->update_stats ();
3253 3031
3254 } 3032 }
3255 3033
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 3035}
3325
3326 3036
3327void 3037void
3328loot_object (object *op) 3038loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3331 3041
3332 if (op->container) 3042 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3044
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3338 { 3046 {
3339 next = tmp->below; 3047 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3048
3049 if (tmp->invisible)
3341 continue; 3050 continue;
3051
3342 tmp->remove (); 3052 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3055 { /* empty container to ground */
3346 loot_object (tmp); 3056 loot_object (tmp);
3368 */ 3078 */
3369 3079
3370void 3080void
3371fix_weight (void) 3081fix_weight (void)
3372{ 3082{
3373 player *pl; 3083 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3084 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3086
3379 if (old == sum) 3087 if (old == sum)
3380 continue; 3088 continue;
3381 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3091 }
3384} 3092}
3385 3093
3386void 3094void
3387fix_luck (void) 3095fix_luck (void)
3388{ 3096{
3389 player *pl; 3097 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3394} 3100}
3395
3396 3101
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3400 */ 3105 */
3401
3402void 3106void
3403cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3404{ 3108{
3405 object *skop, *spob; 3109 object *skop, *spob;
3406 3110
3451 object *tmp = NULL; 3155 object *tmp = NULL;
3452 3156
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3158 return 1;
3455 3159
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3160 return 0;
3462} 3161}
3463 3162
3464/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3581 continue; 3280 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3282 continue;
3584 3283
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3285 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3287 return 1;
3589 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3590 { 3289 {
3620 if (pl->type != PLAYER) 3319 if (pl->type != PLAYER)
3621 { 3320 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3322 return -1;
3624 } 3323 }
3324
3625 if (!pl || !op) 3325 if (!pl || !op)
3626 return 0; 3326 return 0;
3627 3327
3628 if (op->head)
3629 {
3630 op = op->head; 3328 op = op->head_ ();
3631 } 3329
3632 get_rangevector (pl, op, &rv, 0x1); 3330 get_rangevector (pl, op, &rv, 0x1);
3633 3331
3634 /* starting with the 'head' part, lets loop 3332 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3333 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3334 * part that is in the los array but isnt on
3644 3342
3645 /* only the viewable area the player sees is updated by LOS 3343 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3344 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3345 * for any meaningful values.
3648 */ 3346 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3350 return 1;
3653 op = op->more; 3351 op = op->more;
3654 } 3352 }
3655 return 0; 3353 return 0;
3656} 3354}
3842 { 3540 {
3843 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3542 object *skin;
3845 3543
3846 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547 ;
3548
3848 if (skin == NULL) 3549 if (!skin)
3849 return; 3550 return;
3850 3551
3851 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3554 {

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