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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 1.95 by root, Mon Jan 8 18:18:35 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 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
307/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
309 * mode. 365 * mode.
310 */ 366 */
311 367player *
312int 368player::create ()
313add_player (client *ns)
314{ 369{
315 player *p = new player; 370 player *pl = new player;
316 371
317 p->ns = ns; 372 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); 373 set_first_map (pl->ob);
326 374
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; 375 return pl;
336} 376}
337 377
338/* 378/*
339 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
365 405
366object * 406object *
367get_nearest_player (object *mon) 407get_nearest_player (object *mon)
368{ 408{
369 object *op = NULL; 409 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 410 objectlink *ol;
372 unsigned lastdist; 411 unsigned lastdist;
373 rv_vector rv; 412 rv_vector rv;
374 413
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 415 {
377 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 423 object *tmp = ol->ob;
385 424
386 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 426 * itself will have been cleared.
388 */ 427 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
390 ol = ol->next; 430 ol = ol->next;
391 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
392 if (!ol) 432 if (!ol)
393 return op; 433 return op;
394 } 434 }
407 { 447 {
408 op = ol->ob; 448 op = ol->ob;
409 lastdist = rv.distance; 449 lastdist = rv.distance;
410 } 450 }
411 } 451 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 452
413 { 453 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
418 { 456 {
419 op = pl->ob; 457 op = pl->ob;
420 lastdist = rv.distance; 458 lastdist = rv.distance;
421 } 459 }
422 } 460
423 }
424#if 0 461#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 463#endif
427 return op; 464 return op;
428} 465}
446 * circling behaviour. Unfortunately, this function is also used to determined 483 * 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 484 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 485 * is probably not a good thing.
449 */ 486 */
450#define MAX_SPACES 50 487#define MAX_SPACES 50
451
452 488
453/* 489/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * 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 491 * 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 492 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
696 link_player_skills (pl); 732 link_player_skills (pl);
697} 733}
698 734
699void 735void
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) 736get_party_password (object *op, partylist *party)
785{ 737{
786 if (party == NULL) 738 if (party == NULL)
787 { 739 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 741 return;
790 } 742 }
743
791 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 748}
796 749
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 751static int
800roll_stat (void) 752roll_stat (void)
801{ 753{
802 int a[4], i, j, k; 754 int a[4], i, j, k;
803 755
804 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 760 if (a[i] < k)
809 k = a[i], j = i; 761 k = a[i], j = i;
810 762
811 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 764 if (i != j)
814 k += a[i]; 765 k += a[i];
815 } 766
816 return k; 767 return k;
817} 768}
818 769
819void 770void
820roll_stats (object *op) 771object::roll_stats ()
821{ 772{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 773 int statsort [7];
825 774
826 do 775 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 } 776 {
837 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
838 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
839 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 786 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;
847 787
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]; 788 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
872 795
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; 796 stats.exp = 0;
884 op->stats.ac = 0; 797 stats.ac = 0;
885 798
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; 799 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
894 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
895} 811}
896 812
897void 813void
898Roll_Again (object *op) 814object::swap_stats (int a, int b)
899{ 815{
900 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 817 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)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 819
905void 820 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
907{ 852{
908 signed char tmp;
909 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
910 854
911 if (op->contr->Swap_First == -1) 855 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); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 857 //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); 858 //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} 859}
1026 860
1027/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1031 * not the class. 865 * not the class.
1032 */ 866 */
1033
1034int 867int
1035key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1036{ 869{
1037 int tmp_loop; 870 int tmp_loop;
1038 871
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1046 { 873 {
1047 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1048 875
1049 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 * to save here. 892 * to save here.
1066 */ 893 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf); 895 make_path_to_file (buf);
1069 896
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 897 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 900 link_player_skills (op);
1077 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1078 fix_player (op); 902 op->update_stats ();
1079 903
1080 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1081 * is one for this race 905 * is one for this race
1082 */ 906 */
1083 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1084 { 908 {
1085 object *tmp; 909 object *tmp;
1086 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1087 911
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 913 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1095 * default initial map */ 919 * default initial map */
1096 tmp->destroy (); 920 tmp->destroy ();
1097 } 921 }
1098 else 922 else
1109 while (!tmp_loop) 933 while (!tmp_loop)
1110 { 934 {
1111 shstr name = op->name; 935 shstr name = op->name;
1112 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1113 937
1114 remove_statbonus (op); 938 op->remove_statbonus ();
1115 op->remove (); 939 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1118 op->instantiate (); 942 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1121 op->x = x; 945 op->x = x;
1122 op->y = y; 946 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 950 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1128 } 952 }
1129 953
1130 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 956 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 959 op->stats.grace = 0;
1136 960
1137 if (op->msg) 961 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 963
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 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; 965 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} 966}
1192 967
1193void 968void
1194flee_player (object *op) 969flee_player (object *op)
1195{ 970{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1109 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1368 /* philosophy: 1116 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1121 * example.
1374 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1876 return 0; 1624 return 0;
1877 } 1625 }
1878 1626
1879 arrow->set_owner (op); 1627 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1629 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1630
1886 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1887 { 1632 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1634 op->update_stats ();
1890 } 1635 }
1891 1636
1892 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1904 1649
1905 /* update the speed */ 1650 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 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; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1653
1909 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1913 1656
1914 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1915 { 1658 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1930 1673
1931 if (bow->slaying) 1674 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1933 1676
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1679
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1940 1682
1941 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1684 move_arrow (arrow);
1943 1685
1944 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1970 } 1712 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1714 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1716 wcmod = -1;
1717
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1719 }
1977 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1978 { 1721 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1792
2050 if (item->arch) 1793 if (item->arch)
2051 { 1794 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2054 item->speed = 0; 1797 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1798 }
1799
2057 if ((tmp = item->in_player ())) 1800 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1802 }
2060 } 1803 }
2061 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1805 drain_rod_charge (item);
2064 }
2065 } 1806 }
2066} 1807}
2067 1808
2068/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2069 */ 1810 */
2108 { 1849 {
2109 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1852 return;
2112 } 1853 }
1854
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1856 return;
2115 case range_builder: 1857 case range_builder:
2116 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2117 return; 1859 return;
2118 default: 1860 default:
2285 */ 2027 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2029 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2031 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2291 if (!m) 2033 if (!m)
2292 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2293 } 2035 }
2294 else 2036 else
2295 m = op->map; 2037 m = op->map;
2296 2038
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2039 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; 2040 return;
2301 }
2302 2041
2303 mon = 0; 2042 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* 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. 2044 * 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 2045 * 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))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2099 {
2361 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2101 if (op->contr->braced)
2363 return; 2102 return;
2103
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2107 make_visible (op);
2108
2368 return; 2109 return;
2369 } 2110 }
2370 2111
2371 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2127 !on_battleground))
2387 { 2128 {
2388 if (!op->contr->braced) 2129 if (!op->contr->braced)
2389 { 2130 {
2390 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);
2391 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2392 } 2133 }
2393 else 2134 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2395 2136
2396 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2152 * 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: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2156 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 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))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2159 {
2420 2160
2421 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2455int 2195int
2456move_player (object *op, int dir) 2196move_player (object *op, int dir)
2457{ 2197{
2458 int pick; 2198 int pick;
2459 2199
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2201 return 0;
2462 2202
2463 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2465 { 2205 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2207 return 0;
2468 } 2208 }
2469 2209
2470 /* peterm: added following line */ 2210 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2213
2474 op->facing = dir; 2214 op->facing = dir;
2475 2215
2553 2293
2554 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2296 * called, so we recheck it here.
2557 */ 2297 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2298 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2299 return 1;
2560 ;
2561 2300
2562 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2563 return 0; 2302 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2304 {
2567 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2306 op->speed_left--;
2569 2307
2570 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2573 */ 2311 */
2574 move_player (op, op->direction); 2312 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2313
2576 return 1; 2314 return op->speed_left > 0;
2577 else 2315 }
2578 return 0;
2579 } 2316 }
2580 2317
2581 return 0; 2318 return 0;
2582} 2319}
2583 2320
2603 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2604 2341
2605 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2606 op->stats.food = 999; 2343 op->stats.food = 999;
2607 2344
2608 fix_player (op); 2345 op->update_stats ();
2609 return 1; 2346 return 1;
2610 } 2347 }
2611 2348
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2362{
2626 object *next; 2363 object *next;
2627 2364
2628 while (op) 2365 while (op)
2629 { 2366 {
2630 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2368
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2370 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2641 } 2375 }
2642 else if (op->inv) 2376 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2644 2378
2645 op = next; 2379 op = next;
2646 } 2380 }
2647} 2381}
2648
2649 2382
2650/* 2383/*
2651 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2421 strcat (buf2, buf);
2689 2422
2690 return buf2; 2423 return buf2;
2691} 2424}
2692
2693
2694 2425
2695void 2426void
2696do_some_living (object *op) 2427do_some_living (object *op)
2697{ 2428{
2698 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2707 const int max_grace = 1; 2438 const int max_grace = 1;
2708 2439
2709 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2710 { 2441 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 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) 2443 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]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2445 }
2715 2446
2716 if (op->contr->ns->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2717 { 2448 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2453 else
2724 { 2454 {
2725 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2457 }
2458
2728 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2461 else
2731 { 2462 {
2732 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2465 }
2466
2735 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2469 else
2738 { 2470 {
2739 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2489 op->stats.food = last_food;
2758 } 2490 }
2759 } 2491 }
2492
2760 if (max_sp > 1) 2493 if (max_sp > 1)
2761 { 2494 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2496 if (over_sp > 0)
2764 { 2497 {
2765 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2766 { 2499 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2503 op->stats.sp--;
2504
2770 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2772 } 2507 }
2773 op->last_sp = 0; 2508 op->last_sp = 0;
2774 } 2509 }
2775 else 2510 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2512 }
2780 else 2513 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2515 }
2785 2516
2786 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2789 { 2520 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2792 if (max_grace > 1) 2524 if (max_grace > 1)
2793 { 2525 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2527 if (over_grace > 0)
2796 { 2528 {
2824 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2558 op->stats.food = last_food;
2827 } 2559 }
2828 } 2560 }
2561
2829 if (max_hp > 1) 2562 if (max_hp > 1)
2830 { 2563 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2565 if (over_hp > 0)
2833 { 2566 {
2857 2590
2858 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2593 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2862 /* dms do not consume food */ 2596 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2598 op->stats.food--;
2865 } 2599 }
2866 }
2867 2600
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2602 {
2870 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2871 2604
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2606 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2614 break;
2882 } 2615 }
2883 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2884 flesh = tmp; 2617 flesh = tmp;
2885 } /* End if paid for object */ 2618 } /* End if paid for object */
2886 } /* end of for loop */ 2619 } /* end of for loop */
2620
2887 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2622 * eat flesh instead.
2889 */ 2623 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2625 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2894 } 2628 }
2895 } /* end if player is starving */ 2629 }
2896 2630
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2899 2633
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2635 kill_player (op);
2636 }
2902} 2637}
2903
2904
2905 2638
2906/* If the player should die (lack of hp, food, etc), we call this. 2639/* 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 2640 * 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 2641 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2642 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 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..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2674
2942 /* restore player */ 2675 /* restore player */
2943 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2678 {
2947 tmp->destroy (); 2679 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2681 }
2950 2682
2951 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2685 {
2955 tmp->destroy (); 2686 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2688 }
2958 2689
2960 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2693 op->stats.food = 999;
2963 2694
2964 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2697 {
2968 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2699 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " 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); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2703 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2707 }
2979 2708
2980 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2711 op->contr->braced = 0;
2987 2716
2988 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2989 2718
2990 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2991 { 2720 {
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); 2721 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3001 } 2723 }
3002 else 2724 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); 2725 sprintf (buf, "%s died.", &op->name);
3012 } 2726
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2728
3015 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3016 x = op->x; 2730 x = op->x;
3017 y = op->y; 2731 y = op->y;
3018 map = op->map; 2732 map = op->map;
3019 2733
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2735 * 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. 2736 * See the config.h file for a little more in depth detail about this.
3026 */ 2737 */
3027 2738
3028 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2741 * of death.
3031 */ 2742 */
3032#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3034 { 2745 {
3035 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2748 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2751 little bit harder. */
3041 /* GD */ 2752 /* GD */
3042 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2754 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2755 else
3048 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3049 num_stats_lose = 1; 2759 num_stats_lose = 1;
3050 } 2760
3051 lost_a_stat = 0; 2761 lost_a_stat = 0;
3052 2762
3053 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3054 { 2764 {
3055 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3056 2766
3057 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3058 { 2768 {
3059 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2770 * what he lost.
3061 */ 2771 */
3062 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3068 } 2790 }
3069 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3070 { 2793 {
3071 /* deplete a stat */ 2794 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3073 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3074 2797 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2798 {
3078 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3080 } 2801
3081 lose_this_stat = 1; 2802 /* 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) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2808 {
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; 2809 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2811 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 } 2812 }
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 */ 2813 else
3123 if (this_stat >= -50)
3124 { 2814 {
3125 change_attr_value (&(dep->stats), i, -1); 2815 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; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2820 }
3131 } 2821 }
3132 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3133 } 2841 }
2842 }
2843 }
3134 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2845 if (!lost_a_stat)
3136 { 2846 {
3137 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3140 2850
3141 if (god && (strcmp (god, "none"))) 2851 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); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2853 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2855 }
3146#else 2856#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2858#endif
3149 2859
3150 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2861 * exp loss on the stone.
3152 */ 2862 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2865 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2867 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); 2868 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; 2869 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2872
3163 /**************************************/ 2873 /**************************************/
3164 /* */ 2874 /* */
3165 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3168 /* */ 2878 /* */
3169 /**************************************/ 2879 /**************************************/
3170 2880
3171 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2882 /* restore player */
3173 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3175 2885
3176 if (tmp) 2886 if (tmp)
3177 { 2887 {
3178 tmp->destroy (); 2888 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2890 }
3181 2891
3182 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2894 if (tmp)
3185 { 2895 {
3186 tmp->destroy (); 2896 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2898 }
3189 2899
3190 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3191 2901
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3195 op->stats.food = 900; 2905 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2909
3200 /* 2910 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2911 * 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 2912 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2913 * in the map.
3204 */ 2914 */
3205 2915
3206 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3208 2918
3209 /****************************************/ 2919 /****************************************/
3210 /* */ 2920 /* */
3211 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3213 /* */ 2923 /* */
3214 /****************************************/ 2924 /****************************************/
3215 2925
3216 enter_player_savebed (op); 2926 enter_player_savebed (op);
3217 2927
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2928 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2929
3224 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2933 * on the space that might harm the player.
3228 */ 2934 */
3229 will_kill_again = 0; 2935 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3233 2939
3234 if (will_kill_again) 2940 if (will_kill_again)
3235 { 2941 {
3236 object *force; 2942 object *force;
3237 int at; 2943 int at;
3238 2944
3239 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2947 force->speed = 0.1;
3242 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2952 force->resist[at] = 100;
3247 2953
3248 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3249 fix_player (op); 2955 op->update_stats ();
3250 2956
3251 } 2957 }
3252 2958
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 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} 2960}
3322
3323 2961
3324void 2962void
3325loot_object (object *op) 2963loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3328 2966
3329 if (op->container) 2967 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2969
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3335 { 2971 {
3336 next = tmp->below; 2972 next = tmp->below;
2973
3337 if (tmp->invisible) 2974 if (tmp->invisible)
3338 continue; 2975 continue;
2976
3339 tmp->remove (); 2977 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2980 { /* empty container to ground */
3343 loot_object (tmp); 2981 loot_object (tmp);
3365 */ 3003 */
3366 3004
3367void 3005void
3368fix_weight (void) 3006fix_weight (void)
3369{ 3007{
3370 player *pl; 3008 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3009 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3011
3376 if (old == sum) 3012 if (old == sum)
3377 continue; 3013 continue;
3378 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3016 }
3381} 3017}
3382 3018
3383void 3019void
3384fix_luck (void) 3020fix_luck (void)
3385{ 3021{
3386 player *pl; 3022 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3023 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3391} 3025}
3392
3393 3026
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3397 */ 3030 */
3398
3399void 3031void
3400cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3401{ 3033{
3402 object *skop, *spob; 3034 object *skop, *spob;
3403 3035
3513 3145
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3147
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3520 { 3151 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3153 make_visible (op);
3523 return; 3154 return;
3524 } 3155 }
3525 else 3156 else
3526 num += 20; 3157 num += 20;
3527 } 3158
3528 num += op->map->difficulty; 3159 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3161 num -= hide;
3162
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3164 {
3533 make_visible (op); 3165 make_visible (op);
3534 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3168 }
3537 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3171}
3542 3172
3543/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3544 3174
3545int 3175int
3612 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3613 { 3243 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3245 return -1;
3616 } 3246 }
3247
3617 if (!pl || !op) 3248 if (!pl || !op)
3618 return 0; 3249 return 0;
3619 3250
3620 if (op->head)
3621 {
3622 op = op->head; 3251 op = op->head_ ();
3623 } 3252
3624 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3625 3254
3626 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3256 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3759 return; 3388 return;
3760 3389
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3391
3763 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3764 { 3393 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3395 return;
3767 } 3396 }
3768 3397

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