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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 1.84 by root, Wed Jan 3 20:32:13 2007 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
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
225 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 313 * we deal with that below this point.
227 */ 314 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 318
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
239 320
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; 321 gen_sp_armour = 10;
258 p->last_speed = -1; 322 last_speed = -1;
259 p->shoottype = range_none; 323 shoottype = range_none;
260 p->bowtype = bow_normal; 324 bowtype = bow_normal;
261 p->petmode = pet_normal; 325 petmode = pet_normal;
262 p->listening = 10; 326 listening = 10;
263 p->usekeys = containers; 327 usekeys = containers;
264 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 330 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);
273 331
274 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
277 * at zero. 335 * at zero.
278 */ 336 */
279 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 339
285 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 341 last_resist[i] = -1;
287 342
288 p->last_stats.exp = -1; 343 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 345}
296 346
297/* This loads the first map an puts the player on it. */ 347void
298static void 348player::do_destroy ()
299set_first_map (object *op)
300{ 349{
301 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
307/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
309 * mode. 392 * mode.
310 */ 393 */
311 394player *
312int 395player::create ()
313add_player (client *ns)
314{ 396{
315 player *p = new player; 397 player *pl = new player;
316 398
317 p->socket = ns; 399 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); 400 set_first_map (pl->ob);
326 401
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; 402 return pl;
335} 403}
336 404
337/* 405/*
338 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
364 432
365object * 433object *
366get_nearest_player (object *mon) 434get_nearest_player (object *mon)
367{ 435{
368 object *op = NULL; 436 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 437 objectlink *ol;
371 unsigned lastdist; 438 unsigned lastdist;
372 rv_vector rv; 439 rv_vector rv;
373 440
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
406 { 473 {
407 op = ol->ob; 474 op = ol->ob;
408 lastdist = rv.distance; 475 lastdist = rv.distance;
409 } 476 }
410 } 477 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 478
412 { 479 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
417 { 482 {
418 op = pl->ob; 483 op = pl->ob;
419 lastdist = rv.distance; 484 lastdist = rv.distance;
420 } 485 }
421 } 486
422 }
423#if 0 487#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 489#endif
426 return op; 490 return op;
427} 491}
445 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 511 * is probably not a good thing.
448 */ 512 */
449#define MAX_SPACES 50 513#define MAX_SPACES 50
450
451 514
452/* 515/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
695 link_player_skills (pl); 758 link_player_skills (pl);
696} 759}
697 760
698void 761void
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) 762get_party_password (object *op, partylist *party)
783{ 763{
784 if (party == NULL) 764 if (party == NULL)
785 { 765 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 767 return;
788 } 768 }
769
789 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 774}
794
795 775
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 777static int
798roll_stat (void) 778roll_stat (void)
799{ 779{
800 int a[4], i, j, k; 780 int a[4], i, j, k;
801 781
802 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 786 if (a[i] < k)
807 k = a[i], j = i; 787 k = a[i], j = i;
808 788
809 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 790 if (i != j)
812 k += a[i]; 791 k += a[i];
813 } 792
814 return k; 793 return k;
815} 794}
816 795
817void 796void
818roll_stats (object *op) 797object::roll_stats ()
819{ 798{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 799 int statsort [7];
823 800
824 do 801 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 } 802 {
835 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
836 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
837 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 812 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;
845 813
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]; 814 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
870 821
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; 822 stats.exp = 0;
882 op->stats.ac = 0; 823 stats.ac = 0;
883 824
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; 825 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
892 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
893} 837}
894 838
895void 839void
896Roll_Again (object *op) 840object::swap_stats (int a, int b)
897{ 841{
898 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 843 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)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 845
903void 846 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
905{ 878{
906 signed char tmp;
907 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
908 880
909 if (op->contr->Swap_First == -1) 881 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); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 883 //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); 884 //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} 885}
1024 886
1025/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1029 * not the class. 891 * not the class.
1030 */ 892 */
1031
1032int 893int
1033key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1034{ 895{
1035 int tmp_loop; 896 int tmp_loop;
1036 897
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1044 { 899 {
1045 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1046 901
1047 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1053 908
1054 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1056 911
1057 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1058 913
1059 if (op->msg) 914 if (op->msg)
1060 op->msg = NULL; 915 op->msg = NULL;
1061 916
1062 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1071 start_info (op); 926 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 929 link_player_skills (op);
1075 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1076 fix_player (op); 931 op->update_stats ();
1077 932
1078 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1079 * is one for this race 934 * is one for this race
1080 */ 935 */
1081 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1082 { 937 {
1083 object *tmp; 938 object *tmp;
1084 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1085 940
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 942 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1093 * default initial map */ 948 * default initial map */
1094 tmp->destroy (); 949 tmp->destroy ();
1095 } 950 }
1096 else 951 else
1107 while (!tmp_loop) 962 while (!tmp_loop)
1108 { 963 {
1109 shstr name = op->name; 964 shstr name = op->name;
1110 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1111 966
1112 remove_statbonus (op); 967 op->remove_statbonus ();
1113 op->remove (); 968 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1116 op->instantiate (); 971 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1119 op->x = x; 974 op->x = x;
1120 op->y = y; 975 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 979 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1126 } 981 }
1127 982
1128 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 985 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 988 op->stats.grace = 0;
1134 989
1135 if (op->msg) 990 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 992
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 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; 994 return 0;
1140} 995}
1141 996
1142int 997int
1143key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1144{ 999{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 1001 {
1149 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 1004 return 1;
1152 } 1005 }
1153 1006
1154 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1156 1009
1010 op->contr->enable_save = false;
1011
1157 terminate_all_pets (op); 1012 terminate_all_pets (op);
1158 leave_map (op); 1013 op->remove ();
1159 op->direction = 0; 1014 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161 1016
1162 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1163 check_score (op); 1018 check_score (op);
1164 op->contr->party = NULL; 1019 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1167 1022
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; 1023 return 1;
1189} 1024}
1190 1025
1191void 1026void
1192flee_player (object *op) 1027flee_player (object *op)
1223 { 1058 {
1224 op->enemy = NULL; 1059 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1061 return;
1227 } 1062 }
1063
1228 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1229 1065
1230 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1232 { 1068 {
1233 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1234 1070
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1072 return;
1238 }
1239 } 1073 }
1074
1240 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1077 op->enemy = NULL;
1243} 1078}
1244 1079
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 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)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1167 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 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)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 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 } 1172 }
1173
1366 /* philosophy: 1174 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1175 * 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 1176 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1179 * example.
1372 * The drawback: right now it has no frontend, so you need to 1180 * 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 1181 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1874 return 0; 1682 return 0;
1875 } 1683 }
1876 1684
1877 arrow->set_owner (op); 1685 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1687 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1688
1884 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1885 { 1690 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1692 op->update_stats ();
1888 } 1693 }
1889 1694
1890 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1902 1707
1903 /* update the speed */ 1708 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 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; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1711
1907 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1911 1714
1912 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1913 { 1716 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1928 1731
1929 if (bow->slaying) 1732 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1931 1734
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1737
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1938 1740
1939 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1742 move_arrow (arrow);
1941 1743
1942 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1968 } 1770 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1772 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1774 wcmod = -1;
1775
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1777 }
1975 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1976 { 1779 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1850
2048 if (item->arch) 1851 if (item->arch)
2049 { 1852 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2052 item->speed = 0; 1855 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1856 }
1857
2055 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1860 }
2058 } 1861 }
2059 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1863 drain_rod_charge (item);
2062 }
2063 } 1864 }
2064} 1865}
2065 1866
2066/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2067 */ 1868 */
2210 * 0 otherwise 2011 * 0 otherwise
2211 */ 2012 */
2212static int 2013static int
2213player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2214{ 2015{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* 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 - 2017 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2219 */ 2019 */
2220 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2262 */ 2062 */
2263
2264void 2063void
2265move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2266{ 2065{
2267 object *tmp, *mon; 2066 object *tmp, *mon;
2268 sint16 nx, ny; 2067 sint16 nx, ny;
2270 maptile *m; 2069 maptile *m;
2271 2070
2272 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2274 2073
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2276 2075
2277 /* If braced, or can't move to the square, and it is not out of the 2076 /* 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 2077 * 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 2078 * 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 2079 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2293 } 2092 }
2294 else 2093 else
2295 m = op->map; 2094 m = op->map;
2296 2095
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2097 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2099 return;
2301 } 2100 }
2302 2101
2303 mon = NULL; 2102 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* 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. 2104 * 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 2105 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2106 * on the space
2308 */ 2107 */
2309 while (tmp != NULL) 2108 while (tmp)
2310 { 2109 {
2311 if (tmp == op) 2110 if (tmp == op)
2312 { 2111 {
2313 tmp = tmp->above; 2112 tmp = tmp->above;
2314 continue; 2113 continue;
2324 mon = tmp; 2123 mon = tmp;
2325 2124
2326 tmp = tmp->above; 2125 tmp = tmp->above;
2327 } 2126 }
2328 2127
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2129 return; /* into a wall */
2331 2130
2332 if (mon->head != NULL) 2131 if (mon->head)
2333 mon = mon->head; 2132 mon = mon->head;
2334 2133
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2337 return; 2136 return;
2374 * attack them either. 2173 * attack them either.
2375 */ 2174 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2178 (op->contr->peaceful
2380 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2381 && mon->contr-> 2180 && mon->contr->
2382 peaceful)) && 2181 peaceful)) &&
2383#else 2182#else
2384 op->contr->peaceful && 2183 op->contr->peaceful &&
2385#endif 2184#endif
2386 !on_battleground)) 2185 !on_battleground))
2387 { 2186 {
2388 if (!op->contr->braced) 2187 if (!op->contr->braced)
2389 { 2188 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2392 } 2191 }
2393 else 2192 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2194
2397 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2196 make_visible (op);
2399 } 2197 }
2400 2198
2401 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2228
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2230 }
2433 2231
2434 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2435 2233
2436 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2237 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2240 {
2443 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2444 2242
2445 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2448 } 2246 }
2247
2449 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2450 make_visible (op); 2249 make_visible (op);
2451 } 2250 }
2452 } /* if player should attack something */ 2251 } /* if player should attack something */
2453} 2252}
2455int 2254int
2456move_player (object *op, int dir) 2255move_player (object *op, int dir)
2457{ 2256{
2458 int pick; 2257 int pick;
2459 2258
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2260 return 0;
2462 2261
2463 /* Sanity check: make sure dir is valid */ 2262 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2263 if ((dir < 0) || (dir >= 9))
2465 { 2264 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2266 return 0;
2468 } 2267 }
2469 2268
2470 /* peterm: added following line */ 2269 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2272
2474 op->facing = dir; 2273 op->facing = dir;
2475 2274
2488 2287
2489 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2289 * server can handle repeat firing.
2491 */ 2290 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2292 op->direction = dir;
2495 }
2496 else 2293 else
2497 {
2498 op->direction = 0; 2294 op->direction = 0;
2499 } 2295
2500 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2298 * for players.
2503 */ 2299 */
2504 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2556 2352
2557 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2355 * called, so we recheck it here.
2560 */ 2356 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2358 return 1;
2563 ;
2564 2359
2565 if (op->speed_left < 0) 2360 if (op->speed_left > 0)
2566 return 0; 2361 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2363 {
2570 /* All move commands take 1 tick, at least for now */ 2364 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2365 op->speed_left--;
2572 2366
2573 /* Instead of all the stuff below, let move_player take care 2367 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2368 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2369 * there, as well as the confusion stuff.
2576 */ 2370 */
2577 move_player (op, op->direction); 2371 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2372
2579 return 1; 2373 return op->speed_left > 0;
2580 else 2374 }
2581 return 0;
2582 } 2375 }
2583 2376
2584 return 0; 2377 return 0;
2585} 2378}
2586 2379
2606 op->stats.hp = op->stats.maxhp; 2399 op->stats.hp = op->stats.maxhp;
2607 2400
2608 if (op->stats.food < 0) 2401 if (op->stats.food < 0)
2609 op->stats.food = 999; 2402 op->stats.food = 999;
2610 2403
2611 fix_player (op); 2404 op->update_stats ();
2612 return 1; 2405 return 1;
2613 } 2406 }
2614 2407
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2408 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2409 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2421{
2629 object *next; 2422 object *next;
2630 2423
2631 while (op) 2424 while (op)
2632 { 2425 {
2633 next = op->below; /* Make sure we have a good value, in case 2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2427
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2428 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2429 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2430 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2431 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2432
2433 op->insert_at (env);
2644 } 2434 }
2645 else if (op->inv) 2435 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2436 remove_unpaid_objects (op->inv, env);
2647 2437
2648 op = next; 2438 op = next;
2649 } 2439 }
2650} 2440}
2651
2652 2441
2653/* 2442/*
2654 * Returns pointer a static string containing gravestone text 2443 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2444 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2445 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2479 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2480 strcat (buf2, buf);
2692 2481
2693 return buf2; 2482 return buf2;
2694} 2483}
2695
2696
2697 2484
2698void 2485void
2699do_some_living (object *op) 2486do_some_living (object *op)
2700{ 2487{
2701 int last_food = op->stats.food; 2488 int last_food = op->stats.food;
2710 const int max_grace = 1; 2497 const int max_grace = 1;
2711 2498
2712 if (op->contr->outputs_sync) 2499 if (op->contr->outputs_sync)
2713 { 2500 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2501 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) 2502 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]); 2503 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2504 }
2718 2505
2719 if (op->contr->state == ST_PLAYING) 2506 if (op->contr->ns->state == ST_PLAYING)
2720 { 2507 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2508 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2509 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2510 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2511 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2512 else
2727 { 2513 {
2728 gen_hp = op->stats.maxhp; 2514 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2515 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2516 }
2517
2731 if (op->contr->gen_sp >= 0) 2518 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2519 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2520 else
2734 { 2521 {
2735 gen_sp = op->stats.maxsp; 2522 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2523 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2524 }
2525
2738 if (op->contr->gen_grace >= 0) 2526 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2528 else
2741 { 2529 {
2742 gen_grace = op->stats.maxgrace; 2530 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2546 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2547 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2548 op->stats.food = last_food;
2761 } 2549 }
2762 } 2550 }
2551
2763 if (max_sp > 1) 2552 if (max_sp > 1)
2764 { 2553 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2554 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2555 if (over_sp > 0)
2767 { 2556 {
2768 if (op->stats.sp < op->stats.maxsp) 2557 if (op->stats.sp < op->stats.maxsp)
2769 { 2558 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2562 op->stats.sp--;
2563
2773 if (op->stats.sp > op->stats.maxsp) 2564 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2565 op->stats.sp = op->stats.maxsp;
2775 } 2566 }
2776 op->last_sp = 0; 2567 op->last_sp = 0;
2777 } 2568 }
2778 else 2569 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2571 }
2783 else 2572 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2574 }
2788 2575
2789 /* Regenerate Grace */ 2576 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2577 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2578 if (--op->last_grace < 0)
2792 { 2579 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2580 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2581 op->stats.grace++; /* no penalty in food for regaining grace */
2582
2795 if (max_grace > 1) 2583 if (max_grace > 1)
2796 { 2584 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2585 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2586 if (over_grace > 0)
2799 { 2587 {
2827 op->stats.food += op->contr->digestion; 2615 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2616 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2617 op->stats.food = last_food;
2830 } 2618 }
2831 } 2619 }
2620
2832 if (max_hp > 1) 2621 if (max_hp > 1)
2833 { 2622 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2624 if (over_hp > 0)
2836 { 2625 {
2860 2649
2861 if (op->contr->gen_hp > 0) 2650 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2652 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654
2865 /* dms do not consume food */ 2655 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2656 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2657 op->stats.food--;
2868 } 2658 }
2869 }
2870 2659
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2660 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2661 {
2873 object *tmp, *flesh = NULL; 2662 object *tmp, *flesh = 0;
2874 2663
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2664 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2665 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2666 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2667 {
2668 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2671 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2672 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2673 break;
2885 } 2674 }
2886 else if (tmp->type == FLESH) 2675 else if (tmp->type == FLESH)
2887 flesh = tmp; 2676 flesh = tmp;
2888 } /* End if paid for object */ 2677 } /* End if paid for object */
2889 } /* end of for loop */ 2678 } /* end of for loop */
2679
2890 /* If player is still starving, it means they don't have any food, so 2680 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2681 * eat flesh instead.
2892 */ 2682 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2683 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2684 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2685 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2686 manual_apply (op, flesh, 0);
2897 } 2687 }
2898 } /* end if player is starving */ 2688 }
2899 2689
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2690 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2691 op->stats.food++, op->stats.hp--;
2902 2692
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2694 kill_player (op);
2695 }
2905} 2696}
2906
2907
2908 2697
2909/* If the player should die (lack of hp, food, etc), we call this. 2698/* 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 2699 * 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 2700 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2701 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2731 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..."); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2733
2945 /* restore player */ 2734 /* restore player */
2946 at = archetype::find ("poisoning"); 2735 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2736 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2737 {
2950 tmp->destroy (); 2738 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2740 }
2953 2741
2954 at = archetype::find ("confusion"); 2742 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2743 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2744 {
2958 tmp->destroy (); 2745 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2747 }
2961 2748
2963 op->stats.hp = op->stats.maxhp; 2750 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2751 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2752 op->stats.food = 999;
2966 2753
2967 /* create a bodypart-trophy to make the winner happy */ 2754 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2755 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2756 {
2971 sprintf (buf, "%s's finger", &op->name); 2757 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2758 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " 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); 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2762 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2765 op->insert_at (tmp, op);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2766 }
2982 2767
2983 /* teleport defeated player to new destination */ 2768 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2769 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2770 op->contr->braced = 0;
3011 op->stats.hp = op->stats.maxhp; 2796 op->stats.hp = op->stats.maxhp;
3012 return; 2797 return;
3013 } 2798 }
3014 sprintf (buf, "%s died.", &op->name); 2799 sprintf (buf, "%s died.", &op->name);
3015 } 2800 }
2801
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2803
3018 /* save the map location for corpse, gravestone */ 2804 /* save the map location for corpse, gravestone */
3019 x = op->x; 2805 x = op->x;
3020 y = op->y; 2806 y = op->y;
3021 map = op->map; 2807 map = op->map;
3022 2808
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2809 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2810 * 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. 2811 * See the config.h file for a little more in depth detail about this.
3029 */ 2812 */
3030 2813
3031 /* Basically two ways to go - remove a stat permanently, or just 2814 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2815 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2816 * of death.
3034 */ 2817 */
3035#ifndef COZY_SERVER 2818#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2819 if (settings.balanced_stat_loss)
3037 { 2820 {
3038 /* If stat loss is permanent, lose one stat only. */ 2821 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2822 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2823 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2824 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2825 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2826 little bit harder. */
3044 /* GD */ 2827 /* GD */
3045 if (settings.stat_loss_on_death) 2828 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2829 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2830 else
3051 { 2831 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2832 }
2833 else
3052 num_stats_lose = 1; 2834 num_stats_lose = 1;
3053 } 2835
3054 lost_a_stat = 0; 2836 lost_a_stat = 0;
3055 2837
3056 for (z = 0; z < num_stats_lose; z++) 2838 for (z = 0; z < num_stats_lose; z++)
3057 { 2839 {
3058 i = RANDOM () % NUM_STATS; 2840 i = RANDOM () % NUM_STATS;
3059 2841
3060 if (settings.stat_loss_on_death) 2842 if (settings.stat_loss_on_death)
3061 { 2843 {
3062 /* Pick a random stat and take a point off it. Tell the player 2844 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2845 * what he lost.
3064 */ 2846 */
3065 change_attr_value (&(op->stats), i, -1); 2847 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2848 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2849 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2850 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2852 lost_a_stat = 1;
2853 }
2854 else
2855 {
2856 /* deplete a stat */
2857 archetype *deparch = archetype::find ("depletion");
2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2862 {
2863 dep = arch_to_object (deparch);
2864 insert_ob_in_ob (dep, op);
3071 } 2865 }
3072 else 2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
3073 { 2868 {
3074 /* deplete a stat */ 2869 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2870 /* Get the stat that we're about to deplete. */
3076 object *dep; 2871 this_stat = get_attr_value (&(dep->stats), i);
3077 2872 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2873 {
3081 dep = arch_to_object (deparch); 2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2875 int keep_chance = this_stat * this_stat;
3083 } 2876
3084 lose_this_stat = 1; 2877 /* 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) 2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2883 {
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; 2884 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2885 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2886 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 } 2887 }
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 */ 2888 else
3126 if (this_stat >= -50)
3127 { 2889 {
3128 change_attr_value (&(dep->stats), i, -1); 2890 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; 2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2895 }
3134 } 2896 }
3135 } 2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2902 /* We could try to do something clever like find another
2903 * stat to reduce if this fails. But chances are, if
2904 * stats have been depleted to -50, all are pretty low
2905 * and should be roughly the same, so it shouldn't make a
2906 * difference.
2907 */
2908 if (this_stat >= -50)
2909 {
2910 change_attr_value (&(dep->stats), i, -1);
2911 SET_FLAG (dep, FLAG_APPLIED);
2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2913 op->update_stats ();
2914 lost_a_stat = 1;
2915 }
3136 } 2916 }
2917 }
2918 }
3137 /* If no stat lost, tell the player. */ 2919 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2920 if (!lost_a_stat)
3139 { 2921 {
3140 /* determine_god() seems to not work sometimes... why is this? 2922 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2923 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2924 const char *god = determine_god (op);
3143 2925
3144 if (god && (strcmp (god, "none"))) 2926 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); 2927 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2928 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2930 }
3149#else 2931#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2933#endif
3152 2934
3153 /* Put a gravestone up where the character 'almost' died. List the 2935 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2936 * exp loss on the stone.
3155 */ 2937 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2938 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2939 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2940 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2941 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2942 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); 2943 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; 2944 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2945 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2946 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2947
3166 /**************************************/ 2948 /**************************************/
3167 /* */ 2949 /* */
3168 /* Subtract the experience points, */ 2950 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2951 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2952 /* food, and reset HP's... */
3171 /* */ 2953 /* */
3172 /**************************************/ 2954 /**************************************/
3173 2955
3174 /* remove any poisoning and confusion the character may be suffering. */ 2956 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2957 /* restore player */
3176 at = archetype::find ("poisoning"); 2958 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2959 tmp = present_arch_in_ob (at, op);
3178 2960
3179 if (tmp) 2961 if (tmp)
3180 { 2962 {
3181 tmp->destroy (); 2963 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2965 }
3184 2966
3185 at = archetype::find ("confusion"); 2967 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2968 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2969 if (tmp)
3188 { 2970 {
3189 tmp->destroy (); 2971 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2973 }
3192 2974
3193 cure_disease (op, 0); /* remove any disease */ 2975 cure_disease (op, 0); /* remove any disease */
3194 2976
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2977 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2978 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2979 if (op->stats.food < 100)
3198 op->stats.food = 900; 2980 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2981 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2984
3203 /* 2985 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2986 * 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 2987 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2988 * in the map.
3207 */ 2989 */
3208 2990
3209 if (is_in_shop (op)) 2991 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2992 remove_unpaid_objects (op->inv, op);
3211 2993
3212 /****************************************/ 2994 /****************************************/
3213 /* */ 2995 /* */
3214 /* Move player to his current respawn- */ 2996 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2997 /* position (usually last savebed) */
3216 /* */ 2998 /* */
3217 /****************************************/ 2999 /****************************************/
3218 3000
3219 enter_player_savebed (op); 3001 enter_player_savebed (op);
3220 3002
3221 /* Save the player before inserting the force to reduce 3003 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 3004 * chance of abuse.
3223 */ 3005 */
3224 op->contr->braced = 0; 3006 op->contr->braced = 0;
3225 save_player (op, 1); 3007 op->contr->save ();
3226 3008
3227 /* it is possible that the player has blown something up 3009 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 3010 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3011 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3012 * on the space that might harm the player.
3231 */ 3013 */
3232 will_kill_again = 0; 3014 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3016 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3017 will_kill_again |= tmp->attacktype;
3236 3018
3237 if (will_kill_again) 3019 if (will_kill_again)
3238 { 3020 {
3239 object *force; 3021 object *force;
3240 int at; 3022 int at;
3241 3023
3242 force = get_archetype (FORCE_NAME); 3024 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3025 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3026 force->speed = 0.1;
3245 force->speed_left = -5.0; 3027 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3028 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3029 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3030 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3031 force->resist[at] = 100;
3250 3032
3251 insert_ob_in_ob (force, op); 3033 insert_ob_in_ob (force, op);
3252 fix_player (op); 3034 op->update_stats ();
3253 3035
3254 } 3036 }
3255 3037
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3038 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} 3039}
3325
3326 3040
3327void 3041void
3328loot_object (object *op) 3042loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3043{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3044 object *tmp, *tmp2, *next;
3331 3045
3332 if (op->container) 3046 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3047 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3048
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3049 for (tmp = op->inv; tmp; tmp = next)
3338 { 3050 {
3339 next = tmp->below; 3051 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3052
3053 if (tmp->invisible)
3341 continue; 3054 continue;
3055
3342 tmp->remove (); 3056 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3057 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3058 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3059 { /* empty container to ground */
3346 loot_object (tmp); 3060 loot_object (tmp);
3368 */ 3082 */
3369 3083
3370void 3084void
3371fix_weight (void) 3085fix_weight (void)
3372{ 3086{
3373 player *pl; 3087 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3088 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3090
3379 if (old == sum) 3091 if (old == sum)
3380 continue; 3092 continue;
3381 fix_player (pl->ob); 3093 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3095 }
3384} 3096}
3385 3097
3386void 3098void
3387fix_luck (void) 3099fix_luck (void)
3388{ 3100{
3389 player *pl; 3101 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3102 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3103 pl->ob->change_luck (0);
3394} 3104}
3395
3396 3105
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3106/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3107 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3108 * just treat this as any other spell casting object.
3400 */ 3109 */
3401
3402void 3110void
3403cast_dust (object *op, object *throw_ob, int dir) 3111cast_dust (object *op, object *throw_ob, int dir)
3404{ 3112{
3405 object *skop, *spob; 3113 object *skop, *spob;
3406 3114
3451 object *tmp = NULL; 3159 object *tmp = NULL;
3452 3160
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3162 return 1;
3455 3163
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; 3164 return 0;
3462} 3165}
3463 3166
3464/* look at the surrounding terrain to determine 3167/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3168 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3283 if (mflags & P_OUT_OF_MAP)
3581 continue; 3284 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3285 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3286 continue;
3584 3287
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3288 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3289 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3290 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3291 return 1;
3589 else if (tmp->type == PLAYER) 3292 else if (tmp->type == PLAYER)
3590 { 3293 {
3620 if (pl->type != PLAYER) 3323 if (pl->type != PLAYER)
3621 { 3324 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3325 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3326 return -1;
3624 } 3327 }
3328
3625 if (!pl || !op) 3329 if (!pl || !op)
3626 return 0; 3330 return 0;
3627 3331
3628 if (op->head)
3629 {
3630 op = op->head; 3332 op = op->head_ ();
3631 } 3333
3632 get_rangevector (pl, op, &rv, 0x1); 3334 get_rangevector (pl, op, &rv, 0x1);
3633 3335
3634 /* starting with the 'head' part, lets loop 3336 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3337 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3338 * part that is in the los array but isnt on
3644 3346
3645 /* only the viewable area the player sees is updated by LOS 3347 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3348 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3349 * for any meaningful values.
3648 */ 3350 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3354 return 1;
3653 op = op->more; 3355 op = op->more;
3654 } 3356 }
3655 return 0; 3357 return 0;
3656} 3358}
3766 if (trlist == NULL || who->type != PLAYER) 3468 if (trlist == NULL || who->type != PLAYER)
3767 return; 3469 return;
3768 3470
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3471 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3472
3771 if (tr == NULL || tr->item == NULL) 3473 if (!tr || !tr->item)
3772 { 3474 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3475 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3476 return;
3775 } 3477 }
3776 3478
3842 { 3544 {
3843 /* forces in the treasurelist can alter the player's stats */ 3545 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3546 object *skin;
3845 3547
3846 /* first get the dragon skin force */ 3548 /* first get the dragon skin force */
3549 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); 3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3551 ;
3552
3848 if (skin == NULL) 3553 if (!skin)
3849 return; 3554 return;
3850 3555
3851 /* adding new spellpath attunements */ 3556 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3558 {

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