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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 1.93 by root, Mon Jan 8 14:11:05 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
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
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;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->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
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
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)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
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//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal;
359 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */
364 do_los = 1;
365}
366
367void
368player::do_destroy ()
369{
370 disconnect ();
371
372 attachable::do_destroy ();
373
374 if (ob)
375 {
376 ob->destroy_inv (false);
377 ob->destroy ();
378 }
379}
380
381player::~player ()
382{
383 /* Clear item stack */
384 free (stack_items);
385}
386
307/* Tries to add player on the connection passwd in ns. 387/* 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 388 * All we can really get in this is some settings like host and display
309 * mode. 389 * mode.
310 */ 390 */
311 391player *
312int 392player::create ()
313add_player (client *ns)
314{ 393{
315 player *p = new player; 394 player *pl = new player;
316 395
317 p->ns = ns; 396 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); 397 set_first_map (pl->ob);
326 398
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; 399 return pl;
336} 400}
337 401
338/* 402/*
339 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
365 429
366object * 430object *
367get_nearest_player (object *mon) 431get_nearest_player (object *mon)
368{ 432{
369 object *op = NULL; 433 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 434 objectlink *ol;
372 unsigned lastdist; 435 unsigned lastdist;
373 rv_vector rv; 436 rv_vector rv;
374 437
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 439 {
377 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 447 object *tmp = ol->ob;
385 448
386 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 450 * itself will have been cleared.
388 */ 451 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
390 ol = ol->next; 454 ol = ol->next;
391 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
392 if (!ol) 456 if (!ol)
393 return op; 457 return op;
394 } 458 }
407 { 471 {
408 op = ol->ob; 472 op = ol->ob;
409 lastdist = rv.distance; 473 lastdist = rv.distance;
410 } 474 }
411 } 475 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 476
413 { 477 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
418 { 480 {
419 op = pl->ob; 481 op = pl->ob;
420 lastdist = rv.distance; 482 lastdist = rv.distance;
421 } 483 }
422 } 484
423 }
424#if 0 485#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 487#endif
427 return op; 488 return op;
428} 489}
446 * circling behaviour. Unfortunately, this function is also used to determined 507 * 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 508 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 509 * is probably not a good thing.
449 */ 510 */
450#define MAX_SPACES 50 511#define MAX_SPACES 50
451
452 512
453/* 513/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * 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 515 * 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 516 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 755 /* Need to set up the skill pointers */
696 link_player_skills (pl); 756 link_player_skills (pl);
697} 757}
698 758
699void 759void
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) 760get_party_password (object *op, partylist *party)
785{ 761{
786 if (party == NULL) 762 if (party == NULL)
787 { 763 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 764 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 765 return;
790 } 766 }
767
791 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 769 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 770 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 771 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 772}
796 773
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 774/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 775static int
800roll_stat (void) 776roll_stat (void)
801{ 777{
802 int a[4], i, j, k; 778 int a[4], i, j, k;
803 779
804 for (i = 0; i < 4; i++) 780 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 783 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 784 if (a[i] < k)
809 k = a[i], j = i; 785 k = a[i], j = i;
810 786
811 for (i = 0, k = 0; i < 4; i++) 787 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 788 if (i != j)
814 k += a[i]; 789 k += a[i];
815 } 790
816 return k; 791 return k;
817} 792}
818 793
819void 794void
820roll_stats (object *op) 795object::roll_stats ()
821{ 796{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 797 int statsort [7];
825 798
826 do 799 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 } 800 {
837 while (sum < 82 || sum > 116); 801 int sum = 0;
802 for (int i = 7; i--; )
803 sum += statsort [i] = roll_stat ();
838 804
805 if (sum >= 82 && sum <= 116)
806 break;
807 }
808
839 /* Sort the stats so that rerolling is easier... */ 809 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 810 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;
847 811
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]; 812 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 813 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 814 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 815 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 816 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 817 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 818 stats.Cha = statsort[6];
872 819
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; 820 stats.exp = 0;
884 op->stats.ac = 0; 821 stats.ac = 0;
885 822
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; 823 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
894 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
895} 835}
896 836
897void 837void
898Roll_Again (object *op) 838object::swap_stats (int a, int b)
899{ 839{
900 esrv_new_player (op->contr, 0); 840 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 841 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)? "); 842 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 843
905void 844 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851
852 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats
854 stats.ac = 0;
855
856 level = 1;
857 stats.exp = 0;
858 stats.ac = 0;
859
860 stats.hp = stats.maxhp;
861 stats.sp = stats.maxsp;
862 stats.grace = stats.maxgrace;
863
864 if (contr)
865 {
866 contr->levhp[1] = 9;
867 contr->levsp[1] = 6;
868 contr->levgrace[1] = 3;
869
870 contr->orig_stats = stats;
871 }
872}
873
874static void
875start_info (object *op)
907{ 876{
908 signed char tmp;
909 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
910 878
911 if (op->contr->Swap_First == -1) 879 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); 880 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 881 //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); 882 //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} 883}
1026 884
1027/* This function takes the key that is passed, and does the 885/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 886 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 887 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 888 * separate race and class; this actually changes the RACE,
1031 * not the class. 889 * not the class.
1032 */ 890 */
1033
1034int 891int
1035key_change_class (object *op, char key) 892key_change_class (object *op, char key)
1036{ 893{
1037 int tmp_loop; 894 int tmp_loop;
1038 895
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 896 if (key == 'd' || key == 'D')
1046 { 897 {
1047 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
1048 899
1049 /* this must before then initial items are given */ 900 /* this must before then initial items are given */
1073 start_info (op); 924 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 925 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 926 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 927 link_player_skills (op);
1077 esrv_send_inventory (op, op); 928 esrv_send_inventory (op, op);
1078 fix_player (op); 929 op->update_stats ();
1079 930
1080 /* This moves the player to a different start map, if there 931 /* This moves the player to a different start map, if there
1081 * is one for this race 932 * is one for this race
1082 */ 933 */
1083 if (*first_map_ext_path) 934 if (*first_map_ext_path)
1084 { 935 {
1085 object *tmp; 936 object *tmp;
1086 char mapname[MAX_BUF]; 937 char mapname[MAX_BUF];
1087 938
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 940 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 941 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 942 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 943 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 944 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 945 * if the map isn't there, then stay on the
1095 * default initial map */ 946 * default initial map */
1096 tmp->destroy (); 947 tmp->destroy ();
1097 } 948 }
1098 else 949 else
1109 while (!tmp_loop) 960 while (!tmp_loop)
1110 { 961 {
1111 shstr name = op->name; 962 shstr name = op->name;
1112 int x = op->x, y = op->y; 963 int x = op->x, y = op->y;
1113 964
1114 remove_statbonus (op); 965 op->remove_statbonus ();
1115 op->remove (); 966 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 967 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 968 op->arch->clone.copy_to (op);
1118 op->instantiate (); 969 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 970 op->stats = op->contr->orig_stats;
1121 op->x = x; 972 op->x = x;
1122 op->y = y; 973 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 974 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 975 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 976 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 977 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 978 tmp_loop = allowed_class (op);
1128 } 979 }
1129 980
1130 update_object (op, UP_OBJ_FACE); 981 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 982 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 983 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 984 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 985 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 986 op->stats.grace = 0;
1136 987
1137 if (op->msg) 988 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 989 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 990
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 991 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; 992 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} 993}
1192 994
1193void 995void
1194flee_player (object *op) 996flee_player (object *op)
1195{ 997{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 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)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1136 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 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)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 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 } 1141 }
1142
1368 /* philosophy: 1143 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1144 * 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 1145 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1148 * example.
1374 * The drawback: right now it has no frontend, so you need to 1149 * 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 1150 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1876 return 0; 1651 return 0;
1877 } 1652 }
1878 1653
1879 arrow->set_owner (op); 1654 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1656 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1657
1886 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1887 { 1659 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1661 op->update_stats ();
1890 } 1662 }
1891 1663
1892 SET_ANIMATION (arrow, arrow->direction); 1664 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1666 arrow->stats.hp = arrow->stats.dam;
1904 1676
1905 /* update the speed */ 1677 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1678 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; 1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1680
1909 if (arrow->speed < 1.0) 1681 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1682 arrow->speed_left = 0;
1913 1683
1914 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1915 { 1685 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1930 1700
1931 if (bow->slaying) 1701 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1933 1703
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1704 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1706
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1708 m->insert (arrow, sx, sy, op);
1940 1709
1941 if (!arrow->destroyed ()) 1710 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1711 move_arrow (arrow);
1943 1712
1944 if (op->type == PLAYER) 1713 if (op->type == PLAYER)
1970 } 1739 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1741 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1743 wcmod = -1;
1744
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1746 }
1977 else if (op->contr->bowtype == bow_threewide) 1747 else if (op->contr->bowtype == bow_threewide)
1978 { 1748 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1819
2050 if (item->arch) 1820 if (item->arch)
2051 { 1821 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2054 item->speed = 0; 1824 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1825 }
1826
2057 if ((tmp = item->in_player ())) 1827 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1829 }
2060 } 1830 }
2061 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1832 drain_rod_charge (item);
2064 }
2065 } 1833 }
2066} 1834}
2067 1835
2068/* Received a fire command for the player - go and do it. 1836/* Received a fire command for the player - go and do it.
2069 */ 1837 */
2108 { 1876 {
2109 if (op->type == PLAYER) 1877 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1879 return;
2112 } 1880 }
1881
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1882 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1883 return;
2115 case range_builder: 1884 case range_builder:
2116 apply_map_builder (op, dir); 1885 apply_map_builder (op, dir);
2117 return; 1886 return;
2118 default: 1887 default:
2285 */ 2054 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2056 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2058 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2291 if (!m) 2060 if (!m)
2292 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2293 } 2062 }
2294 else 2063 else
2295 m = op->map; 2064 m = op->map;
2296 2065
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2066 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; 2067 return;
2301 }
2302 2068
2303 mon = 0; 2069 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* 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. 2071 * 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 2072 * 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))) 2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2126 {
2361 /* If we're braced, we don't want to switch places with it */ 2127 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2128 if (op->contr->braced)
2363 return; 2129 return;
2130
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2132 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2133 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2134 make_visible (op);
2135
2368 return; 2136 return;
2369 } 2137 }
2370 2138
2371 /* in certain circumstances, you shouldn't attack friendly 2139 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2140 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2154 !on_battleground))
2387 { 2155 {
2388 if (!op->contr->braced) 2156 if (!op->contr->braced)
2389 { 2157 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2159 push_ob (mon, dir, op);
2392 } 2160 }
2393 else 2161 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2162 new_draw_info (0, 0, op, "You withhold your attack");
2395 2163
2396 if (op->contr->tmp_invis || op->hide) 2164 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2179 * 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: 2180 * 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 2181 * 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. 2182 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2183 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2184 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))) 2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2186 {
2420 2187
2421 /* If the player hasn't hit something this tick, and does 2188 /* If the player hasn't hit something this tick, and does
2455int 2222int
2456move_player (object *op, int dir) 2223move_player (object *op, int dir)
2457{ 2224{
2458 int pick; 2225 int pick;
2459 2226
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2228 return 0;
2462 2229
2463 /* Sanity check: make sure dir is valid */ 2230 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2231 if ((dir < 0) || (dir >= 9))
2465 { 2232 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2233 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2234 return 0;
2468 } 2235 }
2469 2236
2470 /* peterm: added following line */ 2237 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2240
2474 op->facing = dir; 2241 op->facing = dir;
2475 2242
2553 2320
2554 /* call this here - we also will call this in do_ericserver, but 2321 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2322 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2323 * called, so we recheck it here.
2557 */ 2324 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2325 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2326 return 1;
2560 ;
2561 2327
2562 if (op->speed_left < 0) 2328 if (op->speed_left > 0)
2563 return 0; 2329 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2330 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2331 {
2567 /* All move commands take 1 tick, at least for now */ 2332 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2333 op->speed_left--;
2569 2334
2570 /* Instead of all the stuff below, let move_player take care 2335 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2336 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2337 * there, as well as the confusion stuff.
2573 */ 2338 */
2574 move_player (op, op->direction); 2339 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2340
2576 return 1; 2341 return op->speed_left > 0;
2577 else 2342 }
2578 return 0;
2579 } 2343 }
2580 2344
2581 return 0; 2345 return 0;
2582} 2346}
2583 2347
2603 op->stats.hp = op->stats.maxhp; 2367 op->stats.hp = op->stats.maxhp;
2604 2368
2605 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2606 op->stats.food = 999; 2370 op->stats.food = 999;
2607 2371
2608 fix_player (op); 2372 op->update_stats ();
2609 return 1; 2373 return 1;
2610 } 2374 }
2611 2375
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2377 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2389{
2626 object *next; 2390 object *next;
2627 2391
2628 while (op) 2392 while (op)
2629 { 2393 {
2630 next = op->below; /* Make sure we have a good value, in case 2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2395
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2397 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2398 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2399 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2400
2401 op->insert_at (env);
2641 } 2402 }
2642 else if (op->inv) 2403 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2404 remove_unpaid_objects (op->inv, env);
2644 2405
2645 op = next; 2406 op = next;
2646 } 2407 }
2647} 2408}
2648
2649 2409
2650/* 2410/*
2651 * Returns pointer a static string containing gravestone text 2411 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2412 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2413 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2448 strcat (buf2, buf);
2689 2449
2690 return buf2; 2450 return buf2;
2691} 2451}
2692
2693
2694 2452
2695void 2453void
2696do_some_living (object *op) 2454do_some_living (object *op)
2697{ 2455{
2698 int last_food = op->stats.food; 2456 int last_food = op->stats.food;
2707 const int max_grace = 1; 2465 const int max_grace = 1;
2708 2466
2709 if (op->contr->outputs_sync) 2467 if (op->contr->outputs_sync)
2710 { 2468 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2469 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) 2470 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]); 2471 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2472 }
2715 2473
2716 if (op->contr->ns->state == ST_PLAYING) 2474 if (op->contr->ns->state == ST_PLAYING)
2717 { 2475 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2476 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2477 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2478 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2479 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2480 else
2724 { 2481 {
2725 gen_hp = op->stats.maxhp; 2482 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2483 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2484 }
2485
2728 if (op->contr->gen_sp >= 0) 2486 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2487 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2488 else
2731 { 2489 {
2732 gen_sp = op->stats.maxsp; 2490 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2491 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2492 }
2493
2735 if (op->contr->gen_grace >= 0) 2494 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2495 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2496 else
2738 { 2497 {
2739 gen_grace = op->stats.maxgrace; 2498 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2514 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2516 op->stats.food = last_food;
2758 } 2517 }
2759 } 2518 }
2519
2760 if (max_sp > 1) 2520 if (max_sp > 1)
2761 { 2521 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2522 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2523 if (over_sp > 0)
2764 { 2524 {
2765 if (op->stats.sp < op->stats.maxsp) 2525 if (op->stats.sp < op->stats.maxsp)
2766 { 2526 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2530 op->stats.sp--;
2531
2770 if (op->stats.sp > op->stats.maxsp) 2532 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2533 op->stats.sp = op->stats.maxsp;
2772 } 2534 }
2773 op->last_sp = 0; 2535 op->last_sp = 0;
2774 } 2536 }
2775 else 2537 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2539 }
2780 else 2540 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2542 }
2785 2543
2786 /* Regenerate Grace */ 2544 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2546 if (--op->last_grace < 0)
2789 { 2547 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2548 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2792 if (max_grace > 1) 2551 if (max_grace > 1)
2793 { 2552 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2554 if (over_grace > 0)
2796 { 2555 {
2824 op->stats.food += op->contr->digestion; 2583 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2585 op->stats.food = last_food;
2827 } 2586 }
2828 } 2587 }
2588
2829 if (max_hp > 1) 2589 if (max_hp > 1)
2830 { 2590 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2592 if (over_hp > 0)
2833 { 2593 {
2857 2617
2858 if (op->contr->gen_hp > 0) 2618 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2620 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622
2862 /* dms do not consume food */ 2623 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2624 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2625 op->stats.food--;
2865 } 2626 }
2866 }
2867 2627
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2628 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2629 {
2870 object *tmp, *flesh = NULL; 2630 object *tmp, *flesh = 0;
2871 2631
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2632 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2633 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2634 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2635 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2637 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2639 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2640 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2641 break;
2882 } 2642 }
2883 else if (tmp->type == FLESH) 2643 else if (tmp->type == FLESH)
2884 flesh = tmp; 2644 flesh = tmp;
2885 } /* End if paid for object */ 2645 } /* End if paid for object */
2886 } /* end of for loop */ 2646 } /* end of for loop */
2647
2887 /* If player is still starving, it means they don't have any food, so 2648 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2649 * eat flesh instead.
2889 */ 2650 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2652 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2654 manual_apply (op, flesh, 0);
2894 } 2655 }
2895 } /* end if player is starving */ 2656 }
2896 2657
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2658 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2659 op->stats.food++, op->stats.hp--;
2899 2660
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2662 kill_player (op);
2663 }
2902} 2664}
2903
2904
2905 2665
2906/* If the player should die (lack of hp, food, etc), we call this. 2666/* 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 2667 * 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 2668 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2669 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2699 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..."); 2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2701
2942 /* restore player */ 2702 /* restore player */
2943 at = archetype::find ("poisoning"); 2703 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2704 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2705 {
2947 tmp->destroy (); 2706 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2708 }
2950 2709
2951 at = archetype::find ("confusion"); 2710 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2711 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2712 {
2955 tmp->destroy (); 2713 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2715 }
2958 2716
2960 op->stats.hp = op->stats.maxhp; 2718 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2719 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2720 op->stats.food = 999;
2963 2721
2964 /* create a bodypart-trophy to make the winner happy */ 2722 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2723 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2724 {
2968 sprintf (buf, "%s's finger", &op->name); 2725 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2726 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2727 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2728 " 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); 2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2730 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2731 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2732 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2733 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2734 }
2979 2735
2980 /* teleport defeated player to new destination */ 2736 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2737 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2738 op->contr->braced = 0;
2987 2743
2988 command_kill_pets (op, 0); 2744 command_kill_pets (op, 0);
2989 2745
2990 if (op->stats.food < 0) 2746 if (op->stats.food < 0)
2991 { 2747 {
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); 2748 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2749 strcpy (op->contr->killer, "starvation");
3001 } 2750 }
3002 else 2751 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); 2752 sprintf (buf, "%s died.", &op->name);
3012 } 2753
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2755
3015 /* save the map location for corpse, gravestone */ 2756 /* save the map location for corpse, gravestone */
3016 x = op->x; 2757 x = op->x;
3017 y = op->y; 2758 y = op->y;
3018 map = op->map; 2759 map = op->map;
3019 2760
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2761 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2762 * 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. 2763 * See the config.h file for a little more in depth detail about this.
3026 */ 2764 */
3027 2765
3028 /* Basically two ways to go - remove a stat permanently, or just 2766 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2767 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2768 * of death.
3031 */ 2769 */
3032#ifndef COZY_SERVER 2770#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2771 if (settings.balanced_stat_loss)
3034 { 2772 {
3035 /* If stat loss is permanent, lose one stat only. */ 2773 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2774 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2775 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2776 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2777 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2778 little bit harder. */
3041 /* GD */ 2779 /* GD */
3042 if (settings.stat_loss_on_death) 2780 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2781 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2782 else
3048 { 2783 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2784 }
2785 else
3049 num_stats_lose = 1; 2786 num_stats_lose = 1;
3050 } 2787
3051 lost_a_stat = 0; 2788 lost_a_stat = 0;
3052 2789
3053 for (z = 0; z < num_stats_lose; z++) 2790 for (z = 0; z < num_stats_lose; z++)
3054 { 2791 {
3055 i = RANDOM () % NUM_STATS; 2792 i = RANDOM () % NUM_STATS;
3056 2793
3057 if (settings.stat_loss_on_death) 2794 if (settings.stat_loss_on_death)
3058 { 2795 {
3059 /* Pick a random stat and take a point off it. Tell the player 2796 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2797 * what he lost.
3061 */ 2798 */
3062 change_attr_value (&(op->stats), i, -1); 2799 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2800 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2801 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2802 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2804 lost_a_stat = 1;
2805 }
2806 else
2807 {
2808 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion");
2810 object *dep;
2811
2812 dep = present_arch_in_ob (deparch, op);
2813 if (!dep)
2814 {
2815 dep = arch_to_object (deparch);
2816 insert_ob_in_ob (dep, op);
3068 } 2817 }
3069 else 2818 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss)
3070 { 2820 {
3071 /* deplete a stat */ 2821 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2822 /* Get the stat that we're about to deplete. */
3073 object *dep; 2823 this_stat = get_attr_value (&(dep->stats), i);
3074 2824 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2825 {
3078 dep = arch_to_object (deparch); 2826 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2827 int keep_chance = this_stat * this_stat;
3080 } 2828
3081 lose_this_stat = 1; 2829 /* 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) 2830 if (keep_chance < 1)
2831 keep_chance = 1;
2832
2833 /* There is a maximum depletion total per level. */
2834 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2835 {
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; 2836 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2837 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2838 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 } 2839 }
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 */ 2840 else
3123 if (this_stat >= -50)
3124 { 2841 {
3125 change_attr_value (&(dep->stats), i, -1); 2842 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; 2843 lose_this_stat = 0;
2844 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2845 this_stat, keep_chance, loss_chance,
2846 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2847 }
3131 } 2848 }
3132 } 2849 }
2850
2851 if (lose_this_stat)
2852 {
2853 this_stat = get_attr_value (&(dep->stats), i);
2854 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low
2857 * and should be roughly the same, so it shouldn't make a
2858 * difference.
2859 */
2860 if (this_stat >= -50)
2861 {
2862 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats ();
2866 lost_a_stat = 1;
2867 }
3133 } 2868 }
2869 }
2870 }
3134 /* If no stat lost, tell the player. */ 2871 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2872 if (!lost_a_stat)
3136 { 2873 {
3137 /* determine_god() seems to not work sometimes... why is this? 2874 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2875 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2876 const char *god = determine_god (op);
3140 2877
3141 if (god && (strcmp (god, "none"))) 2878 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); 2879 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2880 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2882 }
3146#else 2883#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2885#endif
3149 2886
3150 /* Put a gravestone up where the character 'almost' died. List the 2887 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2888 * exp loss on the stone.
3152 */ 2889 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2890 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2891 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2892 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2893 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2894 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); 2895 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; 2896 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2897 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2898 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2899
3163 /**************************************/ 2900 /**************************************/
3164 /* */ 2901 /* */
3165 /* Subtract the experience points, */ 2902 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2903 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2904 /* food, and reset HP's... */
3168 /* */ 2905 /* */
3169 /**************************************/ 2906 /**************************************/
3170 2907
3171 /* remove any poisoning and confusion the character may be suffering. */ 2908 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2909 /* restore player */
3173 at = archetype::find ("poisoning"); 2910 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2911 tmp = present_arch_in_ob (at, op);
3175 2912
3176 if (tmp) 2913 if (tmp)
3177 { 2914 {
3178 tmp->destroy (); 2915 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2917 }
3181 2918
3182 at = archetype::find ("confusion"); 2919 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2920 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2921 if (tmp)
3185 { 2922 {
3186 tmp->destroy (); 2923 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2925 }
3189 2926
3190 cure_disease (op, 0); /* remove any disease */ 2927 cure_disease (op, 0); /* remove any disease */
3191 2928
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2929 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2930 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2931 if (op->stats.food < 100)
3195 op->stats.food = 900; 2932 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2933 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2936
3200 /* 2937 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2938 * 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 2939 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2940 * in the map.
3204 */ 2941 */
3205 2942
3206 if (is_in_shop (op)) 2943 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2944 remove_unpaid_objects (op->inv, op);
3208 2945
3209 /****************************************/ 2946 /****************************************/
3210 /* */ 2947 /* */
3211 /* Move player to his current respawn- */ 2948 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2949 /* position (usually last savebed) */
3213 /* */ 2950 /* */
3214 /****************************************/ 2951 /****************************************/
3215 2952
3216 enter_player_savebed (op); 2953 enter_player_savebed (op);
3217 2954
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2955 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2956
3224 /* it is possible that the player has blown something up 2957 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2958 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2959 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2960 * on the space that might harm the player.
3228 */ 2961 */
3229 will_kill_again = 0; 2962 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2963 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2964 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2965 will_kill_again |= tmp->attacktype;
3233 2966
3234 if (will_kill_again) 2967 if (will_kill_again)
3235 { 2968 {
3236 object *force; 2969 object *force;
3237 int at; 2970 int at;
3238 2971
3239 force = get_archetype (FORCE_NAME); 2972 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2973 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2974 force->speed = 0.1;
3242 force->speed_left = -5.0; 2975 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2976 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2977 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2978 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2979 force->resist[at] = 100;
3247 2980
3248 insert_ob_in_ob (force, op); 2981 insert_ob_in_ob (force, op);
3249 fix_player (op); 2982 op->update_stats ();
3250 2983
3251 } 2984 }
3252 2985
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2986 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} 2987}
3322
3323 2988
3324void 2989void
3325loot_object (object *op) 2990loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2991{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2992 object *tmp, *tmp2, *next;
3328 2993
3329 if (op->container) 2994 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2995 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2996
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2997 for (tmp = op->inv; tmp; tmp = next)
3335 { 2998 {
3336 next = tmp->below; 2999 next = tmp->below;
3000
3337 if (tmp->invisible) 3001 if (tmp->invisible)
3338 continue; 3002 continue;
3003
3339 tmp->remove (); 3004 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3005 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3006 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3007 { /* empty container to ground */
3343 loot_object (tmp); 3008 loot_object (tmp);
3365 */ 3030 */
3366 3031
3367void 3032void
3368fix_weight (void) 3033fix_weight (void)
3369{ 3034{
3370 player *pl; 3035 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3036 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3038
3376 if (old == sum) 3039 if (old == sum)
3377 continue; 3040 continue;
3378 fix_player (pl->ob); 3041 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3042 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3043 }
3381} 3044}
3382 3045
3383void 3046void
3384fix_luck (void) 3047fix_luck (void)
3385{ 3048{
3386 player *pl; 3049 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3050 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3051 pl->ob->change_luck (0);
3391} 3052}
3392
3393 3053
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3054/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3055 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3056 * just treat this as any other spell casting object.
3397 */ 3057 */
3398
3399void 3058void
3400cast_dust (object *op, object *throw_ob, int dir) 3059cast_dust (object *op, object *throw_ob, int dir)
3401{ 3060{
3402 object *skop, *spob; 3061 object *skop, *spob;
3403 3062
3513 3172
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3173 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3174
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3175 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3176 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3177 if (!skop || num >= skop->level)
3520 { 3178 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3180 make_visible (op);
3523 return; 3181 return;
3524 } 3182 }
3525 else 3183 else
3526 num += 20; 3184 num += 20;
3527 } 3185
3528 num += op->map->difficulty; 3186 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3187 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3188 num -= hide;
3189
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3191 {
3533 make_visible (op); 3192 make_visible (op);
3534 if (op->type == PLAYER) 3193 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3194 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3195 }
3537 else if (op->type == PLAYER && skop) 3196 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3197 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3198}
3542 3199
3543/* determine if who is standing near a hostile creature. */ 3200/* determine if who is standing near a hostile creature. */
3544 3201
3545int 3202int
3612 if (pl->type != PLAYER) 3269 if (pl->type != PLAYER)
3613 { 3270 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3271 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3272 return -1;
3616 } 3273 }
3274
3617 if (!pl || !op) 3275 if (!pl || !op)
3618 return 0; 3276 return 0;
3619 3277
3620 if (op->head)
3621 {
3622 op = op->head; 3278 op = op->head_ ();
3623 } 3279
3624 get_rangevector (pl, op, &rv, 0x1); 3280 get_rangevector (pl, op, &rv, 0x1);
3625 3281
3626 /* starting with the 'head' part, lets loop 3282 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3283 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3284 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3414 if (trlist == NULL || who->type != PLAYER)
3759 return; 3415 return;
3760 3416
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3418
3763 if (tr == NULL || tr->item == NULL) 3419 if (!tr || !tr->item)
3764 { 3420 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3422 return;
3767 } 3423 }
3768 3424

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