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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 1.85 by root, Thu Jan 4 16:19:32 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
2285 */ 2084 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2086 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2088 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2089 m = op->map->xy_find (nx, ny);
2291 if (!m) 2090 if (!m)
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 = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 2097 return;
2301 }
2302 2098
2303 mon = NULL; 2099 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2100 /* 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. 2101 * 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 2102 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2103 * on the space
2308 */ 2104 */
2309 while (tmp != NULL) 2105 while (tmp)
2310 { 2106 {
2311 if (tmp == op) 2107 if (tmp == op)
2312 { 2108 {
2313 tmp = tmp->above; 2109 tmp = tmp->above;
2314 continue; 2110 continue;
2324 mon = tmp; 2120 mon = tmp;
2325 2121
2326 tmp = tmp->above; 2122 tmp = tmp->above;
2327 } 2123 }
2328 2124
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2125 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2126 return; /* into a wall */
2331 2127
2332 if (mon->head != NULL) 2128 if (mon->head)
2333 mon = mon->head; 2129 mon = mon->head;
2334 2130
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2131 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2132 if (player_attack_door (op, mon))
2337 return; 2133 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2155 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2156 {
2361 /* If we're braced, we don't want to switch places with it */ 2157 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2158 if (op->contr->braced)
2363 return; 2159 return;
2160
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2161 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2162 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2163 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2164 make_visible (op);
2165
2368 return; 2166 return;
2369 } 2167 }
2370 2168
2371 /* in certain circumstances, you shouldn't attack friendly 2169 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2170 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2172 * attack them either.
2375 */ 2173 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2174 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2175 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2176#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2177 (op->contr->peaceful
2380 || (mon->type == PLAYER 2178 || (mon->type == PLAYER
2381 && mon->contr-> 2179 && mon->contr->
2382 peaceful)) && 2180 peaceful)) &&
2383#else 2181#else
2384 op->contr->peaceful && 2182 op->contr->peaceful &&
2385#endif 2183#endif
2386 !on_battleground)) 2184 !on_battleground))
2387 { 2185 {
2388 if (!op->contr->braced) 2186 if (!op->contr->braced)
2389 { 2187 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2188 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2189 push_ob (mon, dir, op);
2392 } 2190 }
2393 else 2191 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2192 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2193
2397 if (op->contr->tmp_invis || op->hide) 2194 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2195 make_visible (op);
2399 } 2196 }
2400 2197
2401 /* If the object is a boulder or other rollable object, then 2198 /* If the object is a boulder or other rollable object, then
2412 * Way it works is like this: First, it must have some hit points 2209 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2210 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2211 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2212 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2213 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2214 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2215 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2216 {
2421 2217
2422 /* If the player hasn't hit something this tick, and does 2218 /* If the player hasn't hit something this tick, and does
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2225 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2226
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2227 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2228 }
2433 2229
2434 skill_attack (mon, op, 0, NULL, NULL); 2230 skill_attack (mon, op, 0, 0, 0);
2435 2231
2436 /* If attacking another player, that player gets automatic 2232 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2233 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2234 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2235 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2237 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2238 {
2443 short luck = mon->stats.luck; 2239 short luck = mon->stats.luck;
2444 2240
2445 mon->contr->has_hit = 1; 2241 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2242 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2243 mon->stats.luck = luck;
2448 } 2244 }
2245
2449 if (action_makes_visible (op)) 2246 if (action_makes_visible (op))
2450 make_visible (op); 2247 make_visible (op);
2451 } 2248 }
2452 } /* if player should attack something */ 2249 } /* if player should attack something */
2453} 2250}
2455int 2252int
2456move_player (object *op, int dir) 2253move_player (object *op, int dir)
2457{ 2254{
2458 int pick; 2255 int pick;
2459 2256
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2257 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2258 return 0;
2462 2259
2463 /* Sanity check: make sure dir is valid */ 2260 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2261 if ((dir < 0) || (dir >= 9))
2465 { 2262 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2263 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2264 return 0;
2468 } 2265 }
2469 2266
2470 /* peterm: added following line */ 2267 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2268 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2269 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2270
2474 op->facing = dir; 2271 op->facing = dir;
2475 2272
2488 2285
2489 /* Add special check for newcs players and fire on - this way, the 2286 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2287 * server can handle repeat firing.
2491 */ 2288 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2289 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2290 op->direction = dir;
2495 }
2496 else 2291 else
2497 {
2498 op->direction = 0; 2292 op->direction = 0;
2499 } 2293
2500 /* Update how the player looks. Use the facing, so direction may 2294 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2295 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2296 * for players.
2503 */ 2297 */
2504 animate_object (op, op->facing); 2298 animate_object (op, op->facing);
2556 2350
2557 /* call this here - we also will call this in do_ericserver, but 2351 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2352 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2353 * called, so we recheck it here.
2560 */ 2354 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2355 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2356 return 1;
2563 ;
2564 2357
2565 if (op->speed_left < 0) 2358 if (op->speed_left > 0)
2566 return 0; 2359 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2360 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2361 {
2570 /* All move commands take 1 tick, at least for now */ 2362 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2363 op->speed_left--;
2572 2364
2573 /* Instead of all the stuff below, let move_player take care 2365 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2366 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2367 * there, as well as the confusion stuff.
2576 */ 2368 */
2577 move_player (op, op->direction); 2369 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2370
2579 return 1; 2371 return op->speed_left > 0;
2580 else 2372 }
2581 return 0;
2582 } 2373 }
2583 2374
2584 return 0; 2375 return 0;
2585} 2376}
2586 2377
2606 op->stats.hp = op->stats.maxhp; 2397 op->stats.hp = op->stats.maxhp;
2607 2398
2608 if (op->stats.food < 0) 2399 if (op->stats.food < 0)
2609 op->stats.food = 999; 2400 op->stats.food = 999;
2610 2401
2611 fix_player (op); 2402 op->update_stats ();
2612 return 1; 2403 return 1;
2613 } 2404 }
2614 2405
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2407 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2419{
2629 object *next; 2420 object *next;
2630 2421
2631 while (op) 2422 while (op)
2632 { 2423 {
2633 next = op->below; /* Make sure we have a good value, in case 2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2425
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2427 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2430
2431 op->insert_at (env);
2644 } 2432 }
2645 else if (op->inv) 2433 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2434 remove_unpaid_objects (op->inv, env);
2647 2435
2648 op = next; 2436 op = next;
2649 } 2437 }
2650} 2438}
2651
2652 2439
2653/* 2440/*
2654 * Returns pointer a static string containing gravestone text 2441 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2442 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2443 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2478 strcat (buf2, buf);
2692 2479
2693 return buf2; 2480 return buf2;
2694} 2481}
2695
2696
2697 2482
2698void 2483void
2699do_some_living (object *op) 2484do_some_living (object *op)
2700{ 2485{
2701 int last_food = op->stats.food; 2486 int last_food = op->stats.food;
2710 const int max_grace = 1; 2495 const int max_grace = 1;
2711 2496
2712 if (op->contr->outputs_sync) 2497 if (op->contr->outputs_sync)
2713 { 2498 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2499 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) 2500 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]); 2501 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2502 }
2718 2503
2719 if (op->contr->state == ST_PLAYING) 2504 if (op->contr->ns->state == ST_PLAYING)
2720 { 2505 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2506 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2507 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2508 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2509 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2510 else
2727 { 2511 {
2728 gen_hp = op->stats.maxhp; 2512 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2513 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2514 }
2515
2731 if (op->contr->gen_sp >= 0) 2516 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2517 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2518 else
2734 { 2519 {
2735 gen_sp = op->stats.maxsp; 2520 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2521 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2522 }
2523
2738 if (op->contr->gen_grace >= 0) 2524 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2526 else
2741 { 2527 {
2742 gen_grace = op->stats.maxgrace; 2528 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2546 op->stats.food = last_food;
2761 } 2547 }
2762 } 2548 }
2549
2763 if (max_sp > 1) 2550 if (max_sp > 1)
2764 { 2551 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2552 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2553 if (over_sp > 0)
2767 { 2554 {
2768 if (op->stats.sp < op->stats.maxsp) 2555 if (op->stats.sp < op->stats.maxsp)
2769 { 2556 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2560 op->stats.sp--;
2561
2773 if (op->stats.sp > op->stats.maxsp) 2562 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2563 op->stats.sp = op->stats.maxsp;
2775 } 2564 }
2776 op->last_sp = 0; 2565 op->last_sp = 0;
2777 } 2566 }
2778 else 2567 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2569 }
2783 else 2570 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2572 }
2788 2573
2789 /* Regenerate Grace */ 2574 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2576 if (--op->last_grace < 0)
2792 { 2577 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2578 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2795 if (max_grace > 1) 2581 if (max_grace > 1)
2796 { 2582 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2584 if (over_grace > 0)
2799 { 2585 {
2827 op->stats.food += op->contr->digestion; 2613 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2615 op->stats.food = last_food;
2830 } 2616 }
2831 } 2617 }
2618
2832 if (max_hp > 1) 2619 if (max_hp > 1)
2833 { 2620 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2622 if (over_hp > 0)
2836 { 2623 {
2860 2647
2861 if (op->contr->gen_hp > 0) 2648 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2650 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652
2865 /* dms do not consume food */ 2653 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2654 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2655 op->stats.food--;
2868 } 2656 }
2869 }
2870 2657
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2658 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2659 {
2873 object *tmp, *flesh = NULL; 2660 object *tmp, *flesh = 0;
2874 2661
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2662 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2663 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2665 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2669 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2670 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2671 break;
2885 } 2672 }
2886 else if (tmp->type == FLESH) 2673 else if (tmp->type == FLESH)
2887 flesh = tmp; 2674 flesh = tmp;
2888 } /* End if paid for object */ 2675 } /* End if paid for object */
2889 } /* end of for loop */ 2676 } /* end of for loop */
2677
2890 /* If player is still starving, it means they don't have any food, so 2678 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2679 * eat flesh instead.
2892 */ 2680 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2682 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2684 manual_apply (op, flesh, 0);
2897 } 2685 }
2898 } /* end if player is starving */ 2686 }
2899 2687
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2688 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2689 op->stats.food++, op->stats.hp--;
2902 2690
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2692 kill_player (op);
2693 }
2905} 2694}
2906
2907
2908 2695
2909/* If the player should die (lack of hp, food, etc), we call this. 2696/* 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 2697 * 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 2698 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2699 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2729 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..."); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2731
2945 /* restore player */ 2732 /* restore player */
2946 at = archetype::find ("poisoning"); 2733 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2734 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2735 {
2950 tmp->destroy (); 2736 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2738 }
2953 2739
2954 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2741 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2742 {
2958 tmp->destroy (); 2743 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2745 }
2961 2746
2963 op->stats.hp = op->stats.maxhp; 2748 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2749 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2750 op->stats.food = 999;
2966 2751
2967 /* create a bodypart-trophy to make the winner happy */ 2752 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2753 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2754 {
2971 sprintf (buf, "%s's finger", &op->name); 2755 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2756 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2757 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2758 " 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); 2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2760 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2761 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2762 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2763 op->insert_at (tmp, op);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2764 }
2982 2765
2983 /* teleport defeated player to new destination */ 2766 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2767 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2768 op->contr->braced = 0;
3011 op->stats.hp = op->stats.maxhp; 2794 op->stats.hp = op->stats.maxhp;
3012 return; 2795 return;
3013 } 2796 }
3014 sprintf (buf, "%s died.", &op->name); 2797 sprintf (buf, "%s died.", &op->name);
3015 } 2798 }
2799
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2801
3018 /* save the map location for corpse, gravestone */ 2802 /* save the map location for corpse, gravestone */
3019 x = op->x; 2803 x = op->x;
3020 y = op->y; 2804 y = op->y;
3021 map = op->map; 2805 map = op->map;
3022 2806
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2808 * 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. 2809 * See the config.h file for a little more in depth detail about this.
3029 */ 2810 */
3030 2811
3031 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2814 * of death.
3034 */ 2815 */
3035#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3037 { 2818 {
3038 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2821 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2824 little bit harder. */
3044 /* GD */ 2825 /* GD */
3045 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2827 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2828 else
3051 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
3052 num_stats_lose = 1; 2832 num_stats_lose = 1;
3053 } 2833
3054 lost_a_stat = 0; 2834 lost_a_stat = 0;
3055 2835
3056 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3057 { 2837 {
3058 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3059 2839
3060 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3061 { 2841 {
3062 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2843 * what he lost.
3064 */ 2844 */
3065 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3071 } 2863 }
3072 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3073 { 2866 {
3074 /* deplete a stat */ 2867 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3076 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3077 2870 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2871 {
3081 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3083 } 2874
3084 lose_this_stat = 1; 2875 /* 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) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2881 {
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; 2882 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2884 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 } 2885 }
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 */ 2886 else
3126 if (this_stat >= -50)
3127 { 2887 {
3128 change_attr_value (&(dep->stats), i, -1); 2888 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; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2893 }
3134 } 2894 }
3135 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3136 } 2914 }
2915 }
2916 }
3137 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2918 if (!lost_a_stat)
3139 { 2919 {
3140 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3143 2923
3144 if (god && (strcmp (god, "none"))) 2924 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); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2926 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2928 }
3149#else 2929#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2931#endif
3152 2932
3153 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2934 * exp loss on the stone.
3155 */ 2935 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2938 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2940 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); 2941 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; 2942 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2945
3166 /**************************************/ 2946 /**************************************/
3167 /* */ 2947 /* */
3168 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3171 /* */ 2951 /* */
3172 /**************************************/ 2952 /**************************************/
3173 2953
3174 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2955 /* restore player */
3176 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
3178 2958
3179 if (tmp) 2959 if (tmp)
3180 { 2960 {
3181 tmp->destroy (); 2961 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2963 }
3184 2964
3185 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2967 if (tmp)
3188 { 2968 {
3189 tmp->destroy (); 2969 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2971 }
3192 2972
3193 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3194 2974
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3198 op->stats.food = 900; 2978 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2982
3203 /* 2983 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2984 * 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 2985 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2986 * in the map.
3207 */ 2987 */
3208 2988
3209 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3211 2991
3212 /****************************************/ 2992 /****************************************/
3213 /* */ 2993 /* */
3214 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3216 /* */ 2996 /* */
3217 /****************************************/ 2997 /****************************************/
3218 2998
3219 enter_player_savebed (op); 2999 enter_player_savebed (op);
3220 3000
3221 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 3002 * chance of abuse.
3223 */ 3003 */
3224 op->contr->braced = 0; 3004 op->contr->braced = 0;
3225 save_player (op, 1); 3005 op->contr->save ();
3226 3006
3227 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3010 * on the space that might harm the player.
3231 */ 3011 */
3232 will_kill_again = 0; 3012 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3236 3016
3237 if (will_kill_again) 3017 if (will_kill_again)
3238 { 3018 {
3239 object *force; 3019 object *force;
3240 int at; 3020 int at;
3241 3021
3242 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3024 force->speed = 0.1;
3245 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3029 force->resist[at] = 100;
3250 3030
3251 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3252 fix_player (op); 3032 op->update_stats ();
3253 3033
3254 } 3034 }
3255 3035
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 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} 3037}
3325
3326 3038
3327void 3039void
3328loot_object (object *op) 3040loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3331 3043
3332 if (op->container) 3044 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3046
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3338 { 3048 {
3339 next = tmp->below; 3049 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3050
3051 if (tmp->invisible)
3341 continue; 3052 continue;
3053
3342 tmp->remove (); 3054 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3057 { /* empty container to ground */
3346 loot_object (tmp); 3058 loot_object (tmp);
3368 */ 3080 */
3369 3081
3370void 3082void
3371fix_weight (void) 3083fix_weight (void)
3372{ 3084{
3373 player *pl; 3085 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3086 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3088
3379 if (old == sum) 3089 if (old == sum)
3380 continue; 3090 continue;
3381 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3093 }
3384} 3094}
3385 3095
3386void 3096void
3387fix_luck (void) 3097fix_luck (void)
3388{ 3098{
3389 player *pl; 3099 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3394} 3102}
3395
3396 3103
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3400 */ 3107 */
3401
3402void 3108void
3403cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3404{ 3110{
3405 object *skop, *spob; 3111 object *skop, *spob;
3406 3112
3451 object *tmp = NULL; 3157 object *tmp = NULL;
3452 3158
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3160 return 1;
3455 3161
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; 3162 return 0;
3462} 3163}
3463 3164
3464/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3521 3222
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3224
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3225 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3226 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3227 if (!skop || num >= skop->level)
3528 { 3228 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3229 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3230 make_visible (op);
3531 return; 3231 return;
3532 } 3232 }
3533 else 3233 else
3534 num += 20; 3234 num += 20;
3535 } 3235
3536 num += op->map->difficulty; 3236 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3237 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3238 num -= hide;
3239
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3241 {
3541 make_visible (op); 3242 make_visible (op);
3542 if (op->type == PLAYER) 3243 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3245 }
3545 else if (op->type == PLAYER && skop) 3246 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3247 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3248}
3550 3249
3551/* determine if who is standing near a hostile creature. */ 3250/* determine if who is standing near a hostile creature. */
3552 3251
3553int 3252int
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}
3766 if (trlist == NULL || who->type != PLAYER) 3464 if (trlist == NULL || who->type != PLAYER)
3767 return; 3465 return;
3768 3466
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3467 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3468
3771 if (tr == NULL || tr->item == NULL) 3469 if (!tr || !tr->item)
3772 { 3470 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3471 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3472 return;
3775 } 3473 }
3776 3474
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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