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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.92 by root, Mon Jan 8 01:19:04 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 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
198 return 0; 194 return;
199 195
200 return 1; 196 terminate_all_pets (ob);
201} 197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
202 201
203/* This no longer sets the player map. Also, it now updates 202 // for weird reasons, this is often "ob", keeping a circular reference
204 * all the pointers so the caller doesn't need to do that. 203 ranges [range_skill] = 0;
205 * Caller is responsible for setting the correct map.
206 */
207 204
208/* Redo this to do both get_player_ob and get_player. 205 players.erase (this);
209 * Hopefully this will be less bugfree and simpler. 206}
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{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219 207
220 /* Clears basically the entire player structure except 208// connect the player with a specific client
221 * for next and socket. 209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race;
224
225 if (!legal_range (ob, shoottype))
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob);
230
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 241 */
223 p->clear (); 242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
224 244
245 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob))
247 {
248 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252
253 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force)
256 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force)
258 skin = tmp;
259
260 set_dragon_name (ob, abil, skin);
261 }
262
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264
265 esrv_new_player (this, ob->weight + ob->carrying);
266
267 ob->update_stats ();
268 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0);
272
273 activate ();
274
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278
279 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this);
281}
282
283void
284player::disconnect ()
285{
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
225 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 320 * we deal with that below this point.
227 */ 321 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 325
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 326 savebed_map = first_map_path; /* Init. respawn position */
239 327
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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 328 gen_sp_armour = 10;
258 p->last_speed = -1; 329 last_speed = -1;
259 p->shoottype = range_none; 330 shoottype = range_none;
260 p->bowtype = bow_normal; 331 bowtype = bow_normal;
261 p->petmode = pet_normal; 332 petmode = pet_normal;
262 p->listening = 10; 333 listening = 10;
263 p->usekeys = containers; 334 usekeys = containers;
264 p->last_weapon_sp = -1; 335 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 337 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);
273 338
274 /* we need to clear these to -1 and not zero - otherwise, 339 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
277 * at zero. 342 * at zero.
278 */ 343 */
279 for (i = 0; i < NUM_SKILLS; i++) 344 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 346
285 for (i = 0; i < NROFATTACKS; i++) 347 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 348 last_resist[i] = -1;
287 349
288 p->last_stats.exp = -1; 350 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 351 last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 352}
296 353
297/* This loads the first map an puts the player on it. */ 354void
298static void 355player::do_destroy ()
299set_first_map (object *op)
300{ 356{
301 strcpy (op->contr->maplevel, first_map_path); 357 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
307/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
309 * mode. 376 * mode.
310 */ 377 */
311 378player *
312int 379player::create ()
313add_player (client *ns)
314{ 380{
315 player *p = new player; 381 player *pl = new player;
316 382
317 p->ns = ns; 383 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); 384 set_first_map (pl->ob);
326 385
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; 386 return pl;
336} 387}
337 388
338/* 389/*
339 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
365 416
366object * 417object *
367get_nearest_player (object *mon) 418get_nearest_player (object *mon)
368{ 419{
369 object *op = NULL; 420 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 421 objectlink *ol;
372 unsigned lastdist; 422 unsigned lastdist;
373 rv_vector rv; 423 rv_vector rv;
374 424
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 426 {
377 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 434 object *tmp = ol->ob;
385 435
386 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 437 * itself will have been cleared.
388 */ 438 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
390 ol = ol->next; 441 ol = ol->next;
391 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
392 if (!ol) 443 if (!ol)
393 return op; 444 return op;
394 } 445 }
407 { 458 {
408 op = ol->ob; 459 op = ol->ob;
409 lastdist = rv.distance; 460 lastdist = rv.distance;
410 } 461 }
411 } 462 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 463
413 { 464 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
418 { 467 {
419 op = pl->ob; 468 op = pl->ob;
420 lastdist = rv.distance; 469 lastdist = rv.distance;
421 } 470 }
422 } 471
423 }
424#if 0 472#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 474#endif
427 return op; 475 return op;
428} 476}
446 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 496 * is probably not a good thing.
449 */ 497 */
450#define MAX_SPACES 50 498#define MAX_SPACES 50
451
452 499
453/* 500/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 742 /* Need to set up the skill pointers */
696 link_player_skills (pl); 743 link_player_skills (pl);
697} 744}
698 745
699void 746void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, 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->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 747get_party_password (object *op, partylist *party)
785{ 748{
786 if (party == NULL) 749 if (party == NULL)
787 { 750 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 751 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 752 return;
790 } 753 }
754
791 op->contr->write_buf[0] = '\0'; 755 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 756 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 757 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 758 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 759}
796 760
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 761/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 762static int
800roll_stat (void) 763roll_stat (void)
801{ 764{
802 int a[4], i, j, k; 765 int a[4], i, j, k;
803 766
804 for (i = 0; i < 4; i++) 767 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 770 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 771 if (a[i] < k)
809 k = a[i], j = i; 772 k = a[i], j = i;
810 773
811 for (i = 0, k = 0; i < 4; i++) 774 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 775 if (i != j)
814 k += a[i]; 776 k += a[i];
815 } 777
816 return k; 778 return k;
817} 779}
818 780
819void 781void
820roll_stats (object *op) 782object::roll_stats ()
821{ 783{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 784 int statsort [7];
825 785
826 do 786 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 } 787 {
837 while (sum < 82 || sum > 116); 788 int sum = 0;
789 for (int i = 7; i--; )
790 sum += statsort [i] = roll_stat ();
838 791
792 if (sum >= 82 && sum <= 116)
793 break;
794 }
795
839 /* Sort the stats so that rerolling is easier... */ 796 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 797 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;
847 798
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]; 799 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 800 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 801 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 802 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 803 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 804 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 805 stats.Cha = statsort[6];
872 806
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; 807 stats.exp = 0;
884 op->stats.ac = 0; 808 stats.ac = 0;
885 809
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; 810 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
894 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
895} 822}
896 823
897void 824void
898Roll_Again (object *op) 825object::swap_stats (int a, int b)
899{ 826{
900 esrv_new_player (op->contr, 0); 827 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 828 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)? "); 829 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 830
905void 831 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838
839 //TODO: the following code looks so borked and should, at the very least,
840 // be merged with the similar code in roll_stats
841 stats.ac = 0;
842
843 level = 1;
844 stats.exp = 0;
845 stats.ac = 0;
846
847 stats.hp = stats.maxhp;
848 stats.sp = stats.maxsp;
849 stats.grace = stats.maxgrace;
850
851 if (contr)
852 {
853 contr->levhp[1] = 9;
854 contr->levsp[1] = 6;
855 contr->levgrace[1] = 3;
856
857 contr->orig_stats = stats;
858 }
859}
860
861static void
862start_info (object *op)
907{ 863{
908 signed char tmp;
909 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
910 865
911 if (op->contr->Swap_First == -1) 866 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); 867 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 868 //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); 869 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, 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->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->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->ns, 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->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 870}
1026 871
1027/* This function takes the key that is passed, and does the 872/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 873 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 874 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 875 * separate race and class; this actually changes the RACE,
1031 * not the class. 876 * not the class.
1032 */ 877 */
1033
1034int 878int
1035key_change_class (object *op, char key) 879key_change_class (object *op, char key)
1036{ 880{
1037 int tmp_loop; 881 int tmp_loop;
1038 882
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 883 if (key == 'd' || key == 'D')
1046 { 884 {
1047 char buf[MAX_BUF]; 885 char buf[MAX_BUF];
1048 886
1049 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1073 start_info (op); 911 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 913 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 914 link_player_skills (op);
1077 esrv_send_inventory (op, op); 915 esrv_send_inventory (op, op);
1078 fix_player (op); 916 op->update_stats ();
1079 917
1080 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1081 * is one for this race 919 * is one for this race
1082 */ 920 */
1083 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1084 { 922 {
1085 object *tmp; 923 object *tmp;
1086 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1087 925
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 927 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1095 * default initial map */ 933 * default initial map */
1096 tmp->destroy (); 934 tmp->destroy ();
1097 } 935 }
1098 else 936 else
1109 while (!tmp_loop) 947 while (!tmp_loop)
1110 { 948 {
1111 shstr name = op->name; 949 shstr name = op->name;
1112 int x = op->x, y = op->y; 950 int x = op->x, y = op->y;
1113 951
1114 remove_statbonus (op); 952 op->remove_statbonus ();
1115 op->remove (); 953 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 954 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 955 op->arch->clone.copy_to (op);
1118 op->instantiate (); 956 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 957 op->stats = op->contr->orig_stats;
1121 op->x = x; 959 op->x = x;
1122 op->y = y; 960 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 963 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 964 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 965 tmp_loop = allowed_class (op);
1128 } 966 }
1129 967
1130 update_object (op, UP_OBJ_FACE); 968 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 970 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 971 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 972 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 973 op->stats.grace = 0;
1136 974
1137 if (op->msg) 975 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 976 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 977
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 978 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; 979 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->ns->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} 980}
1192 981
1193void 982void
1194flee_player (object *op) 983flee_player (object *op)
1195{ 984{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1121 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)))); 1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1123 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1124 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)))); 1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1127 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 } 1128 }
1129
1368 /* philosophy: 1130 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1131 * 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 1132 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1133 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1134 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1135 * example.
1374 * The drawback: right now it has no frontend, so you need to 1136 * 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 1137 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1138 * convert to decimal and then 'pickup <#>
1876 return 0; 1638 return 0;
1877 } 1639 }
1878 1640
1879 arrow->set_owner (op); 1641 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1642 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1643 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1644
1886 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1887 { 1646 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1648 op->update_stats ();
1890 } 1649 }
1891 1650
1892 SET_ANIMATION (arrow, arrow->direction); 1651 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1653 arrow->stats.hp = arrow->stats.dam;
1904 1663
1905 /* update the speed */ 1664 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1665 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; 1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1667
1909 if (arrow->speed < 1.0) 1668 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1669 arrow->speed_left = 0;
1913 1670
1914 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1915 { 1672 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1930 1687
1931 if (bow->slaying) 1688 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1689 arrow->slaying = bow->slaying;
1933 1690
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1693
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1695 m->insert (arrow, sx, sy, op);
1940 1696
1941 if (!arrow->destroyed ()) 1697 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1698 move_arrow (arrow);
1943 1699
1944 if (op->type == PLAYER) 1700 if (op->type == PLAYER)
1970 } 1726 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1728 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1730 wcmod = -1;
1731
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1733 }
1977 else if (op->contr->bowtype == bow_threewide) 1734 else if (op->contr->bowtype == bow_threewide)
1978 { 1735 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1806
2050 if (item->arch) 1807 if (item->arch)
2051 { 1808 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1810 item->face = item->arch->clone.face;
2054 item->speed = 0; 1811 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1812 }
1813
2057 if ((tmp = item->in_player ())) 1814 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1816 }
2060 } 1817 }
2061 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1819 drain_rod_charge (item);
2064 }
2065 } 1820 }
2066} 1821}
2067 1822
2068/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2069 */ 1824 */
2108 { 1863 {
2109 if (op->type == PLAYER) 1864 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1866 return;
2112 } 1867 }
1868
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1869 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1870 return;
2115 case range_builder: 1871 case range_builder:
2116 apply_map_builder (op, dir); 1872 apply_map_builder (op, dir);
2117 return; 1873 return;
2118 default: 1874 default:
2285 */ 2041 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2042 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2043 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2044 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2045 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2046 m = op->map->xy_find (nx, ny);
2291 if (!m) 2047 if (!m)
2292 return; /* Don't think this should happen */ 2048 return; /* Don't think this should happen */
2293 } 2049 }
2294 else 2050 else
2295 m = op->map; 2051 m = op->map;
2296 2052
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2053 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; 2054 return;
2301 }
2302 2055
2303 mon = 0; 2056 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* 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. 2058 * 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 2059 * 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))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2113 {
2361 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2115 if (op->contr->braced)
2363 return; 2116 return;
2117
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2119 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2120 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2121 make_visible (op);
2122
2368 return; 2123 return;
2369 } 2124 }
2370 2125
2371 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2141 !on_battleground))
2387 { 2142 {
2388 if (!op->contr->braced) 2143 if (!op->contr->braced)
2389 { 2144 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2146 push_ob (mon, dir, op);
2392 } 2147 }
2393 else 2148 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2149 new_draw_info (0, 0, op, "You withhold your attack");
2395 2150
2396 if (op->contr->tmp_invis || op->hide) 2151 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2170 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2173 {
2420 2174
2421 /* If the player hasn't hit something this tick, and does 2175 /* If the player hasn't hit something this tick, and does
2455int 2209int
2456move_player (object *op, int dir) 2210move_player (object *op, int dir)
2457{ 2211{
2458 int pick; 2212 int pick;
2459 2213
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2215 return 0;
2462 2216
2463 /* Sanity check: make sure dir is valid */ 2217 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2218 if ((dir < 0) || (dir >= 9))
2465 { 2219 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2220 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2221 return 0;
2468 } 2222 }
2469 2223
2470 /* peterm: added following line */ 2224 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2227
2474 op->facing = dir; 2228 op->facing = dir;
2475 2229
2553 2307
2554 /* call this here - we also will call this in do_ericserver, but 2308 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2309 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2310 * called, so we recheck it here.
2557 */ 2311 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2312 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2313 return 1;
2560 ;
2561 2314
2562 if (op->speed_left < 0) 2315 if (op->speed_left > 0)
2563 return 0; 2316 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2317 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2318 {
2567 /* All move commands take 1 tick, at least for now */ 2319 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2320 op->speed_left--;
2569 2321
2570 /* Instead of all the stuff below, let move_player take care 2322 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2323 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2324 * there, as well as the confusion stuff.
2573 */ 2325 */
2574 move_player (op, op->direction); 2326 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2327
2576 return 1; 2328 return op->speed_left > 0;
2577 else 2329 }
2578 return 0;
2579 } 2330 }
2580 2331
2581 return 0; 2332 return 0;
2582} 2333}
2583 2334
2603 op->stats.hp = op->stats.maxhp; 2354 op->stats.hp = op->stats.maxhp;
2604 2355
2605 if (op->stats.food < 0) 2356 if (op->stats.food < 0)
2606 op->stats.food = 999; 2357 op->stats.food = 999;
2607 2358
2608 fix_player (op); 2359 op->update_stats ();
2609 return 1; 2360 return 1;
2610 } 2361 }
2611 2362
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2363 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2376{
2626 object *next; 2377 object *next;
2627 2378
2628 while (op) 2379 while (op)
2629 { 2380 {
2630 next = op->below; /* Make sure we have a good value, in case 2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2382
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2384 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2385 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2386 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2387
2388 op->insert_at (env);
2641 } 2389 }
2642 else if (op->inv) 2390 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2391 remove_unpaid_objects (op->inv, env);
2644 2392
2645 op = next; 2393 op = next;
2646 } 2394 }
2647} 2395}
2648
2649 2396
2650/* 2397/*
2651 * Returns pointer a static string containing gravestone text 2398 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2399 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2400 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2435 strcat (buf2, buf);
2689 2436
2690 return buf2; 2437 return buf2;
2691} 2438}
2692
2693
2694 2439
2695void 2440void
2696do_some_living (object *op) 2441do_some_living (object *op)
2697{ 2442{
2698 int last_food = op->stats.food; 2443 int last_food = op->stats.food;
2707 const int max_grace = 1; 2452 const int max_grace = 1;
2708 2453
2709 if (op->contr->outputs_sync) 2454 if (op->contr->outputs_sync)
2710 { 2455 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2456 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) 2457 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]); 2458 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2459 }
2715 2460
2716 if (op->contr->ns->state == ST_PLAYING) 2461 if (op->contr->ns->state == ST_PLAYING)
2717 { 2462 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2463 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2464 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2465 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2466 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2467 else
2724 { 2468 {
2725 gen_hp = op->stats.maxhp; 2469 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2470 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2471 }
2472
2728 if (op->contr->gen_sp >= 0) 2473 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2474 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2475 else
2731 { 2476 {
2732 gen_sp = op->stats.maxsp; 2477 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2478 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2479 }
2480
2735 if (op->contr->gen_grace >= 0) 2481 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2483 else
2738 { 2484 {
2739 gen_grace = op->stats.maxgrace; 2485 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2501 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2503 op->stats.food = last_food;
2758 } 2504 }
2759 } 2505 }
2506
2760 if (max_sp > 1) 2507 if (max_sp > 1)
2761 { 2508 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2509 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2510 if (over_sp > 0)
2764 { 2511 {
2765 if (op->stats.sp < op->stats.maxsp) 2512 if (op->stats.sp < op->stats.maxsp)
2766 { 2513 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2517 op->stats.sp--;
2518
2770 if (op->stats.sp > op->stats.maxsp) 2519 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2520 op->stats.sp = op->stats.maxsp;
2772 } 2521 }
2773 op->last_sp = 0; 2522 op->last_sp = 0;
2774 } 2523 }
2775 else 2524 else
2776 {
2777 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);
2778 }
2779 } 2526 }
2780 else 2527 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2529 }
2785 2530
2786 /* Regenerate Grace */ 2531 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2532 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2533 if (--op->last_grace < 0)
2789 { 2534 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2535 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2536 op->stats.grace++; /* no penalty in food for regaining grace */
2537
2792 if (max_grace > 1) 2538 if (max_grace > 1)
2793 { 2539 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2540 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2541 if (over_grace > 0)
2796 { 2542 {
2824 op->stats.food += op->contr->digestion; 2570 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2571 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2572 op->stats.food = last_food;
2827 } 2573 }
2828 } 2574 }
2575
2829 if (max_hp > 1) 2576 if (max_hp > 1)
2830 { 2577 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2579 if (over_hp > 0)
2833 { 2580 {
2857 2604
2858 if (op->contr->gen_hp > 0) 2605 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2606 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2607 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609
2862 /* dms do not consume food */ 2610 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2612 op->stats.food--;
2865 } 2613 }
2866 }
2867 2614
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2615 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2616 {
2870 object *tmp, *flesh = NULL; 2617 object *tmp, *flesh = 0;
2871 2618
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2619 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2620 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2621 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2622 {
2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2624 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2626 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2627 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2628 break;
2882 } 2629 }
2883 else if (tmp->type == FLESH) 2630 else if (tmp->type == FLESH)
2884 flesh = tmp; 2631 flesh = tmp;
2885 } /* End if paid for object */ 2632 } /* End if paid for object */
2886 } /* end of for loop */ 2633 } /* end of for loop */
2634
2887 /* If player is still starving, it means they don't have any food, so 2635 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2636 * eat flesh instead.
2889 */ 2637 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2639 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2640 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2641 manual_apply (op, flesh, 0);
2894 } 2642 }
2895 } /* end if player is starving */ 2643 }
2896 2644
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2645 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2646 op->stats.food++, op->stats.hp--;
2899 2647
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2649 kill_player (op);
2650 }
2902} 2651}
2903
2904
2905 2652
2906/* If the player should die (lack of hp, food, etc), we call this. 2653/* 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 2654 * 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 2655 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2656 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2686 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..."); 2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2688
2942 /* restore player */ 2689 /* restore player */
2943 at = archetype::find ("poisoning"); 2690 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2691 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2692 {
2947 tmp->destroy (); 2693 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2695 }
2950 2696
2951 at = archetype::find ("confusion"); 2697 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2698 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2699 {
2955 tmp->destroy (); 2700 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2702 }
2958 2703
2960 op->stats.hp = op->stats.maxhp; 2705 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2706 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2707 op->stats.food = 999;
2963 2708
2964 /* create a bodypart-trophy to make the winner happy */ 2709 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2710 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2711 {
2968 sprintf (buf, "%s's finger", &op->name); 2712 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2713 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2714 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2715 " 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); 2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2717 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2718 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2719 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2720 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2721 }
2979 2722
2980 /* teleport defeated player to new destination */ 2723 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2724 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2725 op->contr->braced = 0;
2987 2730
2988 command_kill_pets (op, 0); 2731 command_kill_pets (op, 0);
2989 2732
2990 if (op->stats.food < 0) 2733 if (op->stats.food < 0)
2991 { 2734 {
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); 2735 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2736 strcpy (op->contr->killer, "starvation");
3001 } 2737 }
3002 else 2738 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); 2739 sprintf (buf, "%s died.", &op->name);
3012 } 2740
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2742
3015 /* save the map location for corpse, gravestone */ 2743 /* save the map location for corpse, gravestone */
3016 x = op->x; 2744 x = op->x;
3017 y = op->y; 2745 y = op->y;
3018 map = op->map; 2746 map = op->map;
3019 2747
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2748 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2749 * 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. 2750 * See the config.h file for a little more in depth detail about this.
3026 */ 2751 */
3027 2752
3028 /* Basically two ways to go - remove a stat permanently, or just 2753 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2754 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2755 * of death.
3031 */ 2756 */
3032#ifndef COZY_SERVER 2757#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2758 if (settings.balanced_stat_loss)
3034 { 2759 {
3035 /* If stat loss is permanent, lose one stat only. */ 2760 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2761 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2762 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2763 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2764 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2765 little bit harder. */
3041 /* GD */ 2766 /* GD */
3042 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2768 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2769 else
3048 { 2770 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2771 }
2772 else
3049 num_stats_lose = 1; 2773 num_stats_lose = 1;
3050 } 2774
3051 lost_a_stat = 0; 2775 lost_a_stat = 0;
3052 2776
3053 for (z = 0; z < num_stats_lose; z++) 2777 for (z = 0; z < num_stats_lose; z++)
3054 { 2778 {
3055 i = RANDOM () % NUM_STATS; 2779 i = RANDOM () % NUM_STATS;
3056 2780
3057 if (settings.stat_loss_on_death) 2781 if (settings.stat_loss_on_death)
3058 { 2782 {
3059 /* Pick a random stat and take a point off it. Tell the player 2783 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2784 * what he lost.
3061 */ 2785 */
3062 change_attr_value (&(op->stats), i, -1); 2786 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2787 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2788 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2789 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2790 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2791 lost_a_stat = 1;
2792 }
2793 else
2794 {
2795 /* deplete a stat */
2796 archetype *deparch = archetype::find ("depletion");
2797 object *dep;
2798
2799 dep = present_arch_in_ob (deparch, op);
2800 if (!dep)
2801 {
2802 dep = arch_to_object (deparch);
2803 insert_ob_in_ob (dep, op);
3068 } 2804 }
3069 else 2805 lose_this_stat = 1;
2806 if (settings.balanced_stat_loss)
3070 { 2807 {
3071 /* deplete a stat */ 2808 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2809 /* Get the stat that we're about to deplete. */
3073 object *dep; 2810 this_stat = get_attr_value (&(dep->stats), i);
3074 2811 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2812 {
3078 dep = arch_to_object (deparch); 2813 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2814 int keep_chance = this_stat * this_stat;
3080 } 2815
3081 lose_this_stat = 1; 2816 /* 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) 2817 if (keep_chance < 1)
2818 keep_chance = 1;
2819
2820 /* There is a maximum depletion total per level. */
2821 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2822 {
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; 2823 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2824 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2825 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 } 2826 }
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 */ 2827 else
3123 if (this_stat >= -50)
3124 { 2828 {
3125 change_attr_value (&(dep->stats), i, -1); 2829 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; 2830 lose_this_stat = 0;
2831 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2832 this_stat, keep_chance, loss_chance,
2833 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2834 }
3131 } 2835 }
3132 } 2836 }
2837
2838 if (lose_this_stat)
2839 {
2840 this_stat = get_attr_value (&(dep->stats), i);
2841 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low
2844 * and should be roughly the same, so it shouldn't make a
2845 * difference.
2846 */
2847 if (this_stat >= -50)
2848 {
2849 change_attr_value (&(dep->stats), i, -1);
2850 SET_FLAG (dep, FLAG_APPLIED);
2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852 op->update_stats ();
2853 lost_a_stat = 1;
2854 }
3133 } 2855 }
2856 }
2857 }
3134 /* If no stat lost, tell the player. */ 2858 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2859 if (!lost_a_stat)
3136 { 2860 {
3137 /* determine_god() seems to not work sometimes... why is this? 2861 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2862 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2863 const char *god = determine_god (op);
3140 2864
3141 if (god && (strcmp (god, "none"))) 2865 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); 2866 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2867 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2869 }
3146#else 2870#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2871 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2872#endif
3149 2873
3150 /* Put a gravestone up where the character 'almost' died. List the 2874 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2875 * exp loss on the stone.
3152 */ 2876 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2877 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2878 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2879 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2880 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2881 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); 2882 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; 2883 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2884 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2885 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2886
3163 /**************************************/ 2887 /**************************************/
3164 /* */ 2888 /* */
3165 /* Subtract the experience points, */ 2889 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2890 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2891 /* food, and reset HP's... */
3168 /* */ 2892 /* */
3169 /**************************************/ 2893 /**************************************/
3170 2894
3171 /* remove any poisoning and confusion the character may be suffering. */ 2895 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2896 /* restore player */
3173 at = archetype::find ("poisoning"); 2897 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2898 tmp = present_arch_in_ob (at, op);
3175 2899
3176 if (tmp) 2900 if (tmp)
3177 { 2901 {
3178 tmp->destroy (); 2902 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2904 }
3181 2905
3182 at = archetype::find ("confusion"); 2906 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2907 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2908 if (tmp)
3185 { 2909 {
3186 tmp->destroy (); 2910 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2912 }
3189 2913
3190 cure_disease (op, 0); /* remove any disease */ 2914 cure_disease (op, 0); /* remove any disease */
3191 2915
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2916 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2917 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2918 if (op->stats.food < 100)
3195 op->stats.food = 900; 2919 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2920 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2923
3200 /* 2924 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2925 * 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 2926 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2927 * in the map.
3204 */ 2928 */
3205 2929
3206 if (is_in_shop (op)) 2930 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2931 remove_unpaid_objects (op->inv, op);
3208 2932
3209 /****************************************/ 2933 /****************************************/
3210 /* */ 2934 /* */
3211 /* Move player to his current respawn- */ 2935 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2936 /* position (usually last savebed) */
3213 /* */ 2937 /* */
3214 /****************************************/ 2938 /****************************************/
3215 2939
3216 enter_player_savebed (op); 2940 enter_player_savebed (op);
3217 2941
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2942 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2943
3224 /* it is possible that the player has blown something up 2944 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2945 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2946 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2947 * on the space that might harm the player.
3228 */ 2948 */
3229 will_kill_again = 0; 2949 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2950 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2951 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2952 will_kill_again |= tmp->attacktype;
3233 2953
3234 if (will_kill_again) 2954 if (will_kill_again)
3235 { 2955 {
3236 object *force; 2956 object *force;
3237 int at; 2957 int at;
3238 2958
3239 force = get_archetype (FORCE_NAME); 2959 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2960 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2961 force->speed = 0.1;
3242 force->speed_left = -5.0; 2962 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2963 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2964 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2965 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2966 force->resist[at] = 100;
3247 2967
3248 insert_ob_in_ob (force, op); 2968 insert_ob_in_ob (force, op);
3249 fix_player (op); 2969 op->update_stats ();
3250 2970
3251 } 2971 }
3252 2972
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2973 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} 2974}
3322
3323 2975
3324void 2976void
3325loot_object (object *op) 2977loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2978{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2979 object *tmp, *tmp2, *next;
3328 2980
3329 if (op->container) 2981 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2982 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2983
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2984 for (tmp = op->inv; tmp; tmp = next)
3335 { 2985 {
3336 next = tmp->below; 2986 next = tmp->below;
2987
3337 if (tmp->invisible) 2988 if (tmp->invisible)
3338 continue; 2989 continue;
2990
3339 tmp->remove (); 2991 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2992 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 2993 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2994 { /* empty container to ground */
3343 loot_object (tmp); 2995 loot_object (tmp);
3365 */ 3017 */
3366 3018
3367void 3019void
3368fix_weight (void) 3020fix_weight (void)
3369{ 3021{
3370 player *pl; 3022 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3023 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3025
3376 if (old == sum) 3026 if (old == sum)
3377 continue; 3027 continue;
3378 fix_player (pl->ob); 3028 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3029 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3030 }
3381} 3031}
3382 3032
3383void 3033void
3384fix_luck (void) 3034fix_luck (void)
3385{ 3035{
3386 player *pl; 3036 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3037 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3038 pl->ob->change_luck (0);
3391} 3039}
3392
3393 3040
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3041/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3042 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3043 * just treat this as any other spell casting object.
3397 */ 3044 */
3398
3399void 3045void
3400cast_dust (object *op, object *throw_ob, int dir) 3046cast_dust (object *op, object *throw_ob, int dir)
3401{ 3047{
3402 object *skop, *spob; 3048 object *skop, *spob;
3403 3049
3513 3159
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3160 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3161
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3162 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3163 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3164 if (!skop || num >= skop->level)
3520 { 3165 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3166 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3167 make_visible (op);
3523 return; 3168 return;
3524 } 3169 }
3525 else 3170 else
3526 num += 20; 3171 num += 20;
3527 } 3172
3528 num += op->map->difficulty; 3173 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3174 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3175 num -= hide;
3176
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3178 {
3533 make_visible (op); 3179 make_visible (op);
3534 if (op->type == PLAYER) 3180 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3181 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3182 }
3537 else if (op->type == PLAYER && skop) 3183 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3184 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3185}
3542 3186
3543/* determine if who is standing near a hostile creature. */ 3187/* determine if who is standing near a hostile creature. */
3544 3188
3545int 3189int
3612 if (pl->type != PLAYER) 3256 if (pl->type != PLAYER)
3613 { 3257 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3258 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3259 return -1;
3616 } 3260 }
3261
3617 if (!pl || !op) 3262 if (!pl || !op)
3618 return 0; 3263 return 0;
3619 3264
3620 if (op->head)
3621 {
3622 op = op->head; 3265 op = op->head_ ();
3623 } 3266
3624 get_rangevector (pl, op, &rv, 0x1); 3267 get_rangevector (pl, op, &rv, 0x1);
3625 3268
3626 /* starting with the 'head' part, lets loop 3269 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3270 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3271 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3401 if (trlist == NULL || who->type != PLAYER)
3759 return; 3402 return;
3760 3403
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3404 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3405
3763 if (tr == NULL || tr->item == NULL) 3406 if (!tr || !tr->item)
3764 { 3407 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3408 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3409 return;
3767 } 3410 }
3768 3411

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