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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.90 by root, Sun Jan 7 21:54:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
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}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int 153/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 154static void
155set_first_map (object *op)
191{ 156{
192 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
194 return 0; 179 return;
195 180
196 for (; *cp != '\0'; cp++) 181 players.insert (this);
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
198 return 0; 192 return;
199 193
200 return 1; 194 terminate_all_pets (ob);
201} 195 ob->deactivate_recursive ();
196 ob->remove ();
197 ob->map = 0;
202 198
203/* This no longer sets the player map. Also, it now updates 199 players.erase (this);
204 * all the pointers so the caller doesn't need to do that. 200}
205 * Caller is responsible for setting the correct map.
206 */
207 201
208/* Redo this to do both get_player_ob and get_player. 202// connect the player with a specific client
209 * Hopefully this will be less bugfree and simpler. 203// also changed, rationalises, and fixes some incorrect settings
210 * Returns the player structure. If 'p' is null, 204void
211 * we create a new one. Otherwise, we recycle 205player::connect (client *ns)
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 206{
217 object *op = arch_to_object (get_player_archetype (0)); 207 this->ns = ns;
218 int i; 208 ns->pl = this;
219 209
220 /* Clears basically the entire player structure except 210 ns->update_look = 0;
221 * for next and socket. 211 ns->look_position = 0;
212
213 clear_los (ob);
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 235 */
223 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
224 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 if (ns)
286 {
287 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289
290 INVOKE_PLAYER (DISCONNECT, this);
291
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 deactivate ();
297}
298
299// the need for this function can be explained
300// by load_object not returning the object
301void
302player::set_object (object *op)
303{
304 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */
306
307 ob->speed_left = 0.5;
308 ob->speed = 1.0;
309 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314}
315
316player::player ()
317{
225 /* There are some elements we want initialized to non zero value - 318 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 319 * we deal with that below this point.
227 */ 320 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 321 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 322 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 323 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 324
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 325 savebed_map = first_map_path; /* Init. respawn position */
239 326
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; 327 gen_sp_armour = 10;
258 p->last_speed = -1; 328 last_speed = -1;
259 p->shoottype = range_none; 329 shoottype = range_none;
260 p->bowtype = bow_normal; 330 bowtype = bow_normal;
261 p->petmode = pet_normal; 331 petmode = pet_normal;
262 p->listening = 10; 332 listening = 10;
263 p->usekeys = containers; 333 usekeys = containers;
264 p->last_weapon_sp = -1; 334 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 336 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);
273 337
274 /* we need to clear these to -1 and not zero - otherwise, 338 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 339 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 340 * send new values to the client, as things like exp start
277 * at zero. 341 * at zero.
278 */ 342 */
279 for (i = 0; i < NUM_SKILLS; i++) 343 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 344 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 345
285 for (i = 0; i < NROFATTACKS; i++) 346 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 347 last_resist[i] = -1;
287 348
288 p->last_stats.exp = -1; 349 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 350 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 351}
296 352
297/* This loads the first map an puts the player on it. */ 353void
298static void 354player::do_destroy ()
299set_first_map (object *op)
300{ 355{
301 strcpy (op->contr->maplevel, first_map_path); 356 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
307/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
309 * mode. 375 * mode.
310 */ 376 */
311 377player *
312int 378player::create ()
313add_player (client *ns)
314{ 379{
315 player *p = new player; 380 player *pl = new player;
316 381
317 p->socket = ns; 382 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); 383 set_first_map (pl->ob);
326 384
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
333 get_name (p->ob);
334
335 return 0; 385 return pl;
336} 386}
337 387
338/* 388/*
339 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
365 415
366object * 416object *
367get_nearest_player (object *mon) 417get_nearest_player (object *mon)
368{ 418{
369 object *op = NULL; 419 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 420 objectlink *ol;
372 unsigned lastdist; 421 unsigned lastdist;
373 rv_vector rv; 422 rv_vector rv;
374 423
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 456 {
408 op = ol->ob; 457 op = ol->ob;
409 lastdist = rv.distance; 458 lastdist = rv.distance;
410 } 459 }
411 } 460 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 461
413 { 462 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 463 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 464 if (lastdist > rv.distance)
418 { 465 {
419 op = pl->ob; 466 op = pl->ob;
420 lastdist = rv.distance; 467 lastdist = rv.distance;
421 } 468 }
422 } 469
423 }
424#if 0 470#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 471 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 472#endif
427 return op; 473 return op;
428} 474}
446 * circling behaviour. Unfortunately, this function is also used to determined 492 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 493 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 494 * is probably not a good thing.
449 */ 495 */
450#define MAX_SPACES 50 496#define MAX_SPACES 50
451
452 497
453/* 498/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 499 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 500 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 501 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
696 link_player_skills (pl); 741 link_player_skills (pl);
697} 742}
698 743
699void 744void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
785{ 746{
786 if (party == NULL) 747 if (party == NULL)
787 { 748 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 750 return;
790 } 751 }
752
791 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 757}
796
797 758
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 760static int
800roll_stat (void) 761roll_stat (void)
801{ 762{
802 int a[4], i, j, k; 763 int a[4], i, j, k;
803 764
804 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 769 if (a[i] < k)
809 k = a[i], j = i; 770 k = a[i], j = i;
810 771
811 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 773 if (i != j)
814 k += a[i]; 774 k += a[i];
815 } 775
816 return k; 776 return k;
817} 777}
818 778
819void 779void
820roll_stats (object *op) 780object::roll_stats ()
821{ 781{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 782 int statsort [7];
825 783
826 do 784 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 785 {
837 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
838 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
839 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 796
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
872 804
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 805 stats.exp = 0;
884 op->stats.ac = 0; 806 stats.ac = 0;
885 807
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 808 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
894 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
895} 820}
896 821
897void 822void
898Roll_Again (object *op) 823object::swap_stats (int a, int b)
899{ 824{
900 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 828
905void 829 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
907{ 861{
908 signed char tmp;
909 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
910 863
911 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 868}
1026 869
1027/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1031 * not the class. 874 * not the class.
1032 */ 875 */
1033
1034int 876int
1035key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1036{ 878{
1037 int tmp_loop; 879 int tmp_loop;
1038 880
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1046 { 882 {
1047 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1048 884
1049 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1055 891
1056 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1058 894
1059 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1060 896
1061 if (op->msg) 897 if (op->msg)
1062 op->msg = NULL; 898 op->msg = NULL;
1063 899
1064 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1073 start_info (op); 909 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 910 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 911 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 912 link_player_skills (op);
1077 esrv_send_inventory (op, op); 913 esrv_send_inventory (op, op);
1078 fix_player (op); 914 op->update_stats ();
1079 915
1080 /* This moves the player to a different start map, if there 916 /* This moves the player to a different start map, if there
1081 * is one for this race 917 * is one for this race
1082 */ 918 */
1083 if (*first_map_ext_path) 919 if (*first_map_ext_path)
1084 { 920 {
1085 object *tmp; 921 object *tmp;
1086 char mapname[MAX_BUF]; 922 char mapname[MAX_BUF];
1087 923
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 925 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 926 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 927 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 928 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 929 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 930 * if the map isn't there, then stay on the
1095 * default initial map */ 931 * default initial map */
1096 tmp->destroy (); 932 tmp->destroy ();
1097 } 933 }
1098 else 934 else
1109 while (!tmp_loop) 945 while (!tmp_loop)
1110 { 946 {
1111 shstr name = op->name; 947 shstr name = op->name;
1112 int x = op->x, y = op->y; 948 int x = op->x, y = op->y;
1113 949
1114 remove_statbonus (op); 950 op->remove_statbonus ();
1115 op->remove (); 951 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 952 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 953 op->arch->clone.copy_to (op);
1118 op->instantiate (); 954 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 955 op->stats = op->contr->orig_stats;
1121 op->x = x; 957 op->x = x;
1122 op->y = y; 958 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 959 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 960 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 961 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 962 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 963 tmp_loop = allowed_class (op);
1128 } 964 }
1129 965
1130 update_object (op, UP_OBJ_FACE); 966 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 967 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 968 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 969 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 970 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 971 op->stats.grace = 0;
1136 972
1137 if (op->msg) 973 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 974 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 975
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 976 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0; 977 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 978}
1192 979
1193void 980void
1194flee_player (object *op) 981flee_player (object *op)
1195{ 982{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1121 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1125 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1126 }
1127
1368 /* philosophy: 1128 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1129 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1130 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1131 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1132 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1133 * example.
1374 * The drawback: right now it has no frontend, so you need to 1134 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1135 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1136 * convert to decimal and then 'pickup <#>
1876 return 0; 1636 return 0;
1877 } 1637 }
1878 1638
1879 arrow->set_owner (op); 1639 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1640 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1641 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1642
1886 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1887 { 1644 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1646 op->update_stats ();
1890 } 1647 }
1891 1648
1892 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1651 arrow->stats.hp = arrow->stats.dam;
1904 1661
1905 /* update the speed */ 1662 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1665
1909 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1913 1668
1914 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1915 { 1670 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1684 arrow->attacktype |= bow->attacktype;
1930 1685
1931 if (bow->slaying) 1686 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1687 arrow->slaying = bow->slaying;
1933 1688
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1689 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1691
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1693 m->insert (arrow, sx, sy, op);
1940 1694
1941 if (!arrow->destroyed ()) 1695 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1696 move_arrow (arrow);
1943 1697
1944 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1970 } 1724 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1725 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1726 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1728 wcmod = -1;
1729
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1731 }
1977 else if (op->contr->bowtype == bow_threewide) 1732 else if (op->contr->bowtype == bow_threewide)
1978 { 1733 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1804
2050 if (item->arch) 1805 if (item->arch)
2051 { 1806 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1808 item->face = item->arch->clone.face;
2054 item->speed = 0; 1809 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1810 }
1811
2057 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1814 }
2060 } 1815 }
2061 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1817 drain_rod_charge (item);
2064 }
2065 } 1818 }
2066} 1819}
2067 1820
2068/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2069 */ 1822 */
2285 */ 2038 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2040 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2042 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2291 if (!m) 2044 if (!m)
2292 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2293 } 2046 }
2294 else 2047 else
2295 m = op->map; 2048 m = op->map;
2296 2049
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2050 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2051 return;
2301 }
2302 2052
2303 mon = 0; 2053 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2110 {
2361 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2112 if (op->contr->braced)
2363 return; 2113 return;
2114
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2116 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2118 make_visible (op);
2119
2368 return; 2120 return;
2369 } 2121 }
2370 2122
2371 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2138 !on_battleground))
2387 { 2139 {
2388 if (!op->contr->braced) 2140 if (!op->contr->braced)
2389 { 2141 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2392 } 2144 }
2393 else 2145 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2395 2147
2396 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2167 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2170 {
2420 2171
2421 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2455int 2206int
2456move_player (object *op, int dir) 2207move_player (object *op, int dir)
2457{ 2208{
2458 int pick; 2209 int pick;
2459 2210
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2212 return 0;
2462 2213
2463 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2465 { 2216 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2218 return 0;
2468 } 2219 }
2469 2220
2470 /* peterm: added following line */ 2221 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2224
2474 op->facing = dir; 2225 op->facing = dir;
2475 2226
2553 2304
2554 /* call this here - we also will call this in do_ericserver, but 2305 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2306 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2307 * called, so we recheck it here.
2557 */ 2308 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2309 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2310 return 1;
2560 ;
2561 2311
2562 if (op->speed_left < 0) 2312 if (op->speed_left > 0)
2563 return 0; 2313 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2314 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2315 {
2567 /* All move commands take 1 tick, at least for now */ 2316 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2317 op->speed_left--;
2569 2318
2570 /* Instead of all the stuff below, let move_player take care 2319 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2320 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2321 * there, as well as the confusion stuff.
2573 */ 2322 */
2574 move_player (op, op->direction); 2323 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2324
2576 return 1; 2325 return op->speed_left > 0;
2577 else 2326 }
2578 return 0;
2579 } 2327 }
2580 2328
2581 return 0; 2329 return 0;
2582} 2330}
2583 2331
2603 op->stats.hp = op->stats.maxhp; 2351 op->stats.hp = op->stats.maxhp;
2604 2352
2605 if (op->stats.food < 0) 2353 if (op->stats.food < 0)
2606 op->stats.food = 999; 2354 op->stats.food = 999;
2607 2355
2608 fix_player (op); 2356 op->update_stats ();
2609 return 1; 2357 return 1;
2610 } 2358 }
2611 2359
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2361 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2373{
2626 object *next; 2374 object *next;
2627 2375
2628 while (op) 2376 while (op)
2629 { 2377 {
2630 next = op->below; /* Make sure we have a good value, in case 2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2379
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2381 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2382 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2383 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2384
2385 op->insert_at (env);
2641 } 2386 }
2642 else if (op->inv) 2387 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2388 remove_unpaid_objects (op->inv, env);
2644 2389
2645 op = next; 2390 op = next;
2646 } 2391 }
2647} 2392}
2648
2649 2393
2650/* 2394/*
2651 * Returns pointer a static string containing gravestone text 2395 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2396 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2397 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2432 strcat (buf2, buf);
2689 2433
2690 return buf2; 2434 return buf2;
2691} 2435}
2692
2693
2694 2436
2695void 2437void
2696do_some_living (object *op) 2438do_some_living (object *op)
2697{ 2439{
2698 int last_food = op->stats.food; 2440 int last_food = op->stats.food;
2707 const int max_grace = 1; 2449 const int max_grace = 1;
2708 2450
2709 if (op->contr->outputs_sync) 2451 if (op->contr->outputs_sync)
2710 { 2452 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2454 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2455 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2456 }
2715 2457
2716 if (op->contr->state == ST_PLAYING) 2458 if (op->contr->ns->state == ST_PLAYING)
2717 { 2459 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2460 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2461 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2462 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2463 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2464 else
2724 { 2465 {
2725 gen_hp = op->stats.maxhp; 2466 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2467 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2468 }
2469
2728 if (op->contr->gen_sp >= 0) 2470 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2471 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2472 else
2731 { 2473 {
2732 gen_sp = op->stats.maxsp; 2474 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2475 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2476 }
2477
2735 if (op->contr->gen_grace >= 0) 2478 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2480 else
2738 { 2481 {
2739 gen_grace = op->stats.maxgrace; 2482 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2498 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2500 op->stats.food = last_food;
2758 } 2501 }
2759 } 2502 }
2503
2760 if (max_sp > 1) 2504 if (max_sp > 1)
2761 { 2505 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2506 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2507 if (over_sp > 0)
2764 { 2508 {
2765 if (op->stats.sp < op->stats.maxsp) 2509 if (op->stats.sp < op->stats.maxsp)
2766 { 2510 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2514 op->stats.sp--;
2515
2770 if (op->stats.sp > op->stats.maxsp) 2516 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2517 op->stats.sp = op->stats.maxsp;
2772 } 2518 }
2773 op->last_sp = 0; 2519 op->last_sp = 0;
2774 } 2520 }
2775 else 2521 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2523 }
2780 else 2524 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2526 }
2785 2527
2786 /* Regenerate Grace */ 2528 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2530 if (--op->last_grace < 0)
2789 { 2531 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2532 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2533 op->stats.grace++; /* no penalty in food for regaining grace */
2534
2792 if (max_grace > 1) 2535 if (max_grace > 1)
2793 { 2536 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2538 if (over_grace > 0)
2796 { 2539 {
2824 op->stats.food += op->contr->digestion; 2567 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2568 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2569 op->stats.food = last_food;
2827 } 2570 }
2828 } 2571 }
2572
2829 if (max_hp > 1) 2573 if (max_hp > 1)
2830 { 2574 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2576 if (over_hp > 0)
2833 { 2577 {
2857 2601
2858 if (op->contr->gen_hp > 0) 2602 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2604 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606
2862 /* dms do not consume food */ 2607 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2609 op->stats.food--;
2865 } 2610 }
2866 }
2867 2611
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2612 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2613 {
2870 object *tmp, *flesh = NULL; 2614 object *tmp, *flesh = 0;
2871 2615
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2616 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2617 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2619 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2621 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2623 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2624 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2625 break;
2882 } 2626 }
2883 else if (tmp->type == FLESH) 2627 else if (tmp->type == FLESH)
2884 flesh = tmp; 2628 flesh = tmp;
2885 } /* End if paid for object */ 2629 } /* End if paid for object */
2886 } /* end of for loop */ 2630 } /* end of for loop */
2631
2887 /* If player is still starving, it means they don't have any food, so 2632 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2633 * eat flesh instead.
2889 */ 2634 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2636 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2638 manual_apply (op, flesh, 0);
2894 } 2639 }
2895 } /* end if player is starving */ 2640 }
2896 2641
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2642 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2643 op->stats.food++, op->stats.hp--;
2899 2644
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2646 kill_player (op);
2647 }
2902} 2648}
2903
2904
2905 2649
2906/* If the player should die (lack of hp, food, etc), we call this. 2650/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2651 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2652 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2653 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2685
2942 /* restore player */ 2686 /* restore player */
2943 at = archetype::find ("poisoning"); 2687 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2689 {
2947 tmp->destroy (); 2690 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2692 }
2950 2693
2951 at = archetype::find ("confusion"); 2694 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2695 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2696 {
2955 tmp->destroy (); 2697 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2699 }
2958 2700
2960 op->stats.hp = op->stats.maxhp; 2702 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2703 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2704 op->stats.food = 999;
2963 2705
2964 /* create a bodypart-trophy to make the winner happy */ 2706 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2707 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2708 {
2968 sprintf (buf, "%s's finger", &op->name); 2709 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2710 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2711 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2712 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2714 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2715 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2716 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2717 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2718 }
2979 2719
2980 /* teleport defeated player to new destination */ 2720 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2721 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2722 op->contr->braced = 0;
2987 2727
2988 command_kill_pets (op, 0); 2728 command_kill_pets (op, 0);
2989 2729
2990 if (op->stats.food < 0) 2730 if (op->stats.food < 0)
2991 { 2731 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2732 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2733 strcpy (op->contr->killer, "starvation");
3001 } 2734 }
3002 else 2735 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2736 sprintf (buf, "%s died.", &op->name);
3012 } 2737
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2739
3015 /* save the map location for corpse, gravestone */ 2740 /* save the map location for corpse, gravestone */
3016 x = op->x; 2741 x = op->x;
3017 y = op->y; 2742 y = op->y;
3018 map = op->map; 2743 map = op->map;
3019 2744
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2745 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2746 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2747 * See the config.h file for a little more in depth detail about this.
3026 */ 2748 */
3027 2749
3028 /* Basically two ways to go - remove a stat permanently, or just 2750 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2751 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2752 * of death.
3031 */ 2753 */
3032#ifndef COZY_SERVER 2754#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2755 if (settings.balanced_stat_loss)
3034 { 2756 {
3035 /* If stat loss is permanent, lose one stat only. */ 2757 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2758 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2759 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2760 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2761 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2762 little bit harder. */
3041 /* GD */ 2763 /* GD */
3042 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2765 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2766 else
3048 { 2767 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2768 }
2769 else
3049 num_stats_lose = 1; 2770 num_stats_lose = 1;
3050 } 2771
3051 lost_a_stat = 0; 2772 lost_a_stat = 0;
3052 2773
3053 for (z = 0; z < num_stats_lose; z++) 2774 for (z = 0; z < num_stats_lose; z++)
3054 { 2775 {
3055 i = RANDOM () % NUM_STATS; 2776 i = RANDOM () % NUM_STATS;
3056 2777
3057 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3058 { 2779 {
3059 /* Pick a random stat and take a point off it. Tell the player 2780 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2781 * what he lost.
3061 */ 2782 */
3062 change_attr_value (&(op->stats), i, -1); 2783 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2784 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2785 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2786 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2788 lost_a_stat = 1;
2789 }
2790 else
2791 {
2792 /* deplete a stat */
2793 archetype *deparch = archetype::find ("depletion");
2794 object *dep;
2795
2796 dep = present_arch_in_ob (deparch, op);
2797 if (!dep)
2798 {
2799 dep = arch_to_object (deparch);
2800 insert_ob_in_ob (dep, op);
3068 } 2801 }
3069 else 2802 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss)
3070 { 2804 {
3071 /* deplete a stat */ 2805 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2806 /* Get the stat that we're about to deplete. */
3073 object *dep; 2807 this_stat = get_attr_value (&(dep->stats), i);
3074 2808 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2809 {
3078 dep = arch_to_object (deparch); 2810 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2811 int keep_chance = this_stat * this_stat;
3080 } 2812
3081 lose_this_stat = 1; 2813 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2814 if (keep_chance < 1)
2815 keep_chance = 1;
2816
2817 /* There is a maximum depletion total per level. */
2818 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2819 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2820 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2821 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2822 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2823 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2824 else
3123 if (this_stat >= -50)
3124 { 2825 {
3125 change_attr_value (&(dep->stats), i, -1); 2826 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2827 lose_this_stat = 0;
2828 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2829 this_stat, keep_chance, loss_chance,
2830 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2831 }
3131 } 2832 }
3132 } 2833 }
2834
2835 if (lose_this_stat)
2836 {
2837 this_stat = get_attr_value (&(dep->stats), i);
2838 /* We could try to do something clever like find another
2839 * stat to reduce if this fails. But chances are, if
2840 * stats have been depleted to -50, all are pretty low
2841 * and should be roughly the same, so it shouldn't make a
2842 * difference.
2843 */
2844 if (this_stat >= -50)
2845 {
2846 change_attr_value (&(dep->stats), i, -1);
2847 SET_FLAG (dep, FLAG_APPLIED);
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 op->update_stats ();
2850 lost_a_stat = 1;
2851 }
3133 } 2852 }
2853 }
2854 }
3134 /* If no stat lost, tell the player. */ 2855 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2856 if (!lost_a_stat)
3136 { 2857 {
3137 /* determine_god() seems to not work sometimes... why is this? 2858 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2859 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2860 const char *god = determine_god (op);
3140 2861
3141 if (god && (strcmp (god, "none"))) 2862 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2863 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2864 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2865 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2866 }
3146#else 2867#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2869#endif
3149 2870
3150 /* Put a gravestone up where the character 'almost' died. List the 2871 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2872 * exp loss on the stone.
3152 */ 2873 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2874 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2875 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2876 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2877 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2878 tmp->name_pl = buf;
3158 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); 2879 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);
3159 tmp->msg = buf; 2880 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2881 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2882 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2883
3163 /**************************************/ 2884 /**************************************/
3164 /* */ 2885 /* */
3165 /* Subtract the experience points, */ 2886 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2887 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2888 /* food, and reset HP's... */
3168 /* */ 2889 /* */
3169 /**************************************/ 2890 /**************************************/
3170 2891
3171 /* remove any poisoning and confusion the character may be suffering. */ 2892 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2893 /* restore player */
3173 at = archetype::find ("poisoning"); 2894 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3175 2896
3176 if (tmp) 2897 if (tmp)
3177 { 2898 {
3178 tmp->destroy (); 2899 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2901 }
3181 2902
3182 at = archetype::find ("confusion"); 2903 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2904 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2905 if (tmp)
3185 { 2906 {
3186 tmp->destroy (); 2907 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2909 }
3189 2910
3190 cure_disease (op, 0); /* remove any disease */ 2911 cure_disease (op, 0); /* remove any disease */
3191 2912
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2913 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2914 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2915 if (op->stats.food < 100)
3195 op->stats.food = 900; 2916 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2917 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2920
3200 /* 2921 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2922 * Check to see if the player is in a shop. IF so, then check to see if
3202 * the player has any unpaid items. If so, remove them and put them back 2923 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2924 * in the map.
3204 */ 2925 */
3205 2926
3206 if (is_in_shop (op)) 2927 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2928 remove_unpaid_objects (op->inv, op);
3208 2929
3209 /****************************************/ 2930 /****************************************/
3210 /* */ 2931 /* */
3211 /* Move player to his current respawn- */ 2932 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2933 /* position (usually last savebed) */
3213 /* */ 2934 /* */
3214 /****************************************/ 2935 /****************************************/
3215 2936
3216 enter_player_savebed (op); 2937 enter_player_savebed (op);
3217 2938
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2939 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2940
3224 /* it is possible that the player has blown something up 2941 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2942 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2943 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2944 * on the space that might harm the player.
3228 */ 2945 */
3229 will_kill_again = 0; 2946 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2948 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2949 will_kill_again |= tmp->attacktype;
3233 2950
3234 if (will_kill_again) 2951 if (will_kill_again)
3235 { 2952 {
3236 object *force; 2953 object *force;
3237 int at; 2954 int at;
3238 2955
3239 force = get_archetype (FORCE_NAME); 2956 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2957 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2958 force->speed = 0.1;
3242 force->speed_left = -5.0; 2959 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2960 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2961 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2962 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2963 force->resist[at] = 100;
3247 2964
3248 insert_ob_in_ob (force, op); 2965 insert_ob_in_ob (force, op);
3249 fix_player (op); 2966 op->update_stats ();
3250 2967
3251 } 2968 }
3252 2969
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2970 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2971}
3322
3323 2972
3324void 2973void
3325loot_object (object *op) 2974loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2975{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2976 object *tmp, *tmp2, *next;
3328 2977
3329 if (op->container) 2978 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2979 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2980
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2981 for (tmp = op->inv; tmp; tmp = next)
3335 { 2982 {
3336 next = tmp->below; 2983 next = tmp->below;
2984
3337 if (tmp->invisible) 2985 if (tmp->invisible)
3338 continue; 2986 continue;
2987
3339 tmp->remove (); 2988 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2989 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 2990 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2991 { /* empty container to ground */
3343 loot_object (tmp); 2992 loot_object (tmp);
3365 */ 3014 */
3366 3015
3367void 3016void
3368fix_weight (void) 3017fix_weight (void)
3369{ 3018{
3370 player *pl; 3019 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3020 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3022
3376 if (old == sum) 3023 if (old == sum)
3377 continue; 3024 continue;
3378 fix_player (pl->ob); 3025 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3027 }
3381} 3028}
3382 3029
3383void 3030void
3384fix_luck (void) 3031fix_luck (void)
3385{ 3032{
3386 player *pl; 3033 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3034 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3035 pl->ob->change_luck (0);
3391} 3036}
3392
3393 3037
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3038/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3039 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3040 * just treat this as any other spell casting object.
3397 */ 3041 */
3398
3399void 3042void
3400cast_dust (object *op, object *throw_ob, int dir) 3043cast_dust (object *op, object *throw_ob, int dir)
3401{ 3044{
3402 object *skop, *spob; 3045 object *skop, *spob;
3403 3046
3513 3156
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3158
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3159 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3160 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3161 if (!skop || num >= skop->level)
3520 { 3162 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3164 make_visible (op);
3523 return; 3165 return;
3524 } 3166 }
3525 else 3167 else
3526 num += 20; 3168 num += 20;
3527 } 3169
3528 num += op->map->difficulty; 3170 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3171 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3172 num -= hide;
3173
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3175 {
3533 make_visible (op); 3176 make_visible (op);
3534 if (op->type == PLAYER) 3177 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3179 }
3537 else if (op->type == PLAYER && skop) 3180 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3182}
3542 3183
3543/* determine if who is standing near a hostile creature. */ 3184/* determine if who is standing near a hostile creature. */
3544 3185
3545int 3186int
3612 if (pl->type != PLAYER) 3253 if (pl->type != PLAYER)
3613 { 3254 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3255 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3256 return -1;
3616 } 3257 }
3258
3617 if (!pl || !op) 3259 if (!pl || !op)
3618 return 0; 3260 return 0;
3619 3261
3620 if (op->head)
3621 {
3622 op = op->head; 3262 op = op->head_ ();
3623 } 3263
3624 get_rangevector (pl, op, &rv, 0x1); 3264 get_rangevector (pl, op, &rv, 0x1);
3625 3265
3626 /* starting with the 'head' part, lets loop 3266 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3267 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3268 * part that is in the los array but isnt on
3636 3276
3637 /* only the viewable area the player sees is updated by LOS 3277 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3278 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3279 * for any meaningful values.
3640 */ 3280 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3284 return 1;
3645 op = op->more; 3285 op = op->more;
3646 } 3286 }
3647 return 0; 3287 return 0;
3648} 3288}
3758 if (trlist == NULL || who->type != PLAYER) 3398 if (trlist == NULL || who->type != PLAYER)
3759 return; 3399 return;
3760 3400
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3402
3763 if (tr == NULL || tr->item == NULL) 3403 if (!tr || !tr->item)
3764 { 3404 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3406 return;
3767 } 3407 }
3768 3408
3834 { 3474 {
3835 /* forces in the treasurelist can alter the player's stats */ 3475 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3476 object *skin;
3837 3477
3838 /* first get the dragon skin force */ 3478 /* first get the dragon skin force */
3479 shstr_cmp dragon_skin_force ("dragon_skin_force");
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3481 ;
3482
3840 if (skin == NULL) 3483 if (!skin)
3841 return; 3484 return;
3842 3485
3843 /* adding new spellpath attunements */ 3486 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3487 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3488 {

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