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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 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#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int 153/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 154static void
155set_first_map (object *op)
186{ 156{
187 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
189 return 0; 179 return;
190 180
191 for (; *cp != '\0'; cp++) 181 players.insert (this);
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
193 return 0; 192 return;
194 return 1;
195}
196 193
197/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
198 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
199 * Caller is responsible for setting the correct map. 196 ob->remove ();
200 */ 197 ob->map = 0;
201 198
202/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
203 * Hopefully this will be less bugfree and simpler. 200}
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213 201
214 if (!p) 202// connect the player with a specific client
215 { 203// also changed, rationalises, and fixes some incorrect settings
216 p = new player; 204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
217 209
218 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
219 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225 212
226 while (tmp != NULL && tmp->next != NULL) 213 clear_los (ob);
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232 214
233 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
234 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
235 218
236 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
237 * for next and socket. 220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 235 */
239 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
240 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
241 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 317 * we deal with that below this point.
243 */ 318 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 322
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
255 324
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
270 p->last_speed = -1; 326 last_speed = -1;
271 p->shoottype = range_none; 327 shoottype = range_none;
272 p->bowtype = bow_normal; 328 bowtype = bow_normal;
273 p->petmode = pet_normal; 329 petmode = pet_normal;
274 p->listening = 10; 330 listening = 10;
275 p->usekeys = containers; 331 usekeys = containers;
276 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 334 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 335
287 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
290 * at zero. 339 * at zero.
291 */ 340 */
292 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 343
296 }
297 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 345 last_resist[i] = -1;
300 } 346
301 p->last_stats.exp = -1; 347 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 349}
308 350
309/* This loads the first map an puts the player on it. */ 351void
310static void 352player::do_destroy ()
311set_first_map (object *op)
312{ 353{
313 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
319/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
321 * mode. 373 * mode.
322 */ 374 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 375player *
376player::create ()
377{
378 player *pl = new player;
328 379
329 p = get_player (NULL); 380 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 381 set_first_map (pl->ob);
343 382
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 383 return pl;
352} 384}
353 385
354/* 386/*
355 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
365 { 397 {
366 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
367 at = first_archetype; 399 at = first_archetype;
368 else 400 else
369 at = at->next; 401 at = at->next;
402
370 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
371 return at; 404 return at;
405
372 if (at == start) 406 if (at == start)
373 { 407 {
374 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 409 exit (-1);
376 } 410 }
377 } 411 }
378} 412}
379 413
380
381object * 414object *
382get_nearest_player (object *mon) 415get_nearest_player (object *mon)
383{ 416{
384 object *op = NULL; 417 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 418 objectlink *ol;
387 unsigned lastdist; 419 unsigned lastdist;
388 rv_vector rv; 420 rv_vector rv;
389 421
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
422 { 454 {
423 op = ol->ob; 455 op = ol->ob;
424 lastdist = rv.distance; 456 lastdist = rv.distance;
425 } 457 }
426 } 458 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 459
428 { 460 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
433 { 463 {
434 op = pl->ob; 464 op = pl->ob;
435 lastdist = rv.distance; 465 lastdist = rv.distance;
436 } 466 }
437 } 467
438 }
439#if 0 468#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 470#endif
442 return op; 471 return op;
443} 472}
461 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 492 * is probably not a good thing.
464 */ 493 */
465#define MAX_SPACES 50 494#define MAX_SPACES 50
466
467 495
468/* 496/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
644 (op->type == ARMOUR || op->type == BOOTS || 672 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 673 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 674 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 676 {
649 remove_ob (op); 677 op->destroy ();
650 free_object (op);
651 continue; 678 continue;
652 } 679 }
653 } 680 }
654 681
655 /* This really needs to be better - we should really give 682 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 693 if (tmp->type == op->type && tmp->name == op->name)
667 break; 694 break;
668 695
669 if (tmp) 696 if (tmp)
670 { 697 {
671 remove_ob (op); 698 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 700 continue;
675 } 701 }
702
676 if (op->nrof > 1) 703 if (op->nrof > 1)
677 op->nrof = 1; 704 op->nrof = 1;
678 } 705 }
679 706
680 if (op->type == SPELLBOOK && op->inv) 707 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 719 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 720 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 721 }
695 if (op->type == SPELL) 722 if (op->type == SPELL)
696 { 723 {
697 remove_ob (op); 724 op->destroy ();
698 free_object (op);
699 continue; 725 continue;
700 } 726 }
701 else if (op->type == SKILL) 727 else if (op->type == SKILL)
702 { 728 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 729 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
713 link_player_skills (pl); 739 link_player_skills (pl);
714} 740}
715 741
716void 742void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
801{ 744{
802 if (party == NULL) 745 if (party == NULL)
803 { 746 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 748 return;
806 } 749 }
750
807 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 755}
812
813 756
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 758static int
816roll_stat (void) 759roll_stat (void)
817{ 760{
818 int a[4], i, j, k; 761 int a[4], i, j, k;
819 762
820 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
823 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 767 if (a[i] < k)
825 k = a[i], j = i; 768 k = a[i], j = i;
826 769
827 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 771 if (i != j)
830 k += a[i]; 772 k += a[i];
831 } 773
832 return k; 774 return k;
833} 775}
834 776
835void 777void
836roll_stats (object *op) 778object::roll_stats ()
837{ 779{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 780 int statsort [7];
841 781
842 do 782 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 783 {
853 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
854 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
855 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 794
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
888 802
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 803 stats.exp = 0;
900 op->stats.ac = 0; 804 stats.ac = 0;
901 805
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
910 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
911} 818}
912 819
913void 820void
914Roll_Again (object *op) 821object::swap_stats (int a, int b)
915{ 822{
916 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
919}
920 826
921void 827 stats.Str = contr->orig_stats.Str;
922Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
923{ 859{
924 signed char tmp;
925 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
926 861
927 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 866}
1042 867
1043/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1047 * not the class. 872 * not the class.
1048 */ 873 */
1049
1050int 874int
1051key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1052{ 876{
1053 int tmp_loop; 877 int tmp_loop;
1054 878
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1062 { 880 {
1063 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1064 882
1065 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
885
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 886 treasurelist *tl = find_treasurelist ("starting_wealth");
887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
1068 889
1069 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1071 892
1072 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1073 894
1074 if (op->msg) 895 if (op->msg)
1075 op->msg = NULL; 896 op->msg = NULL;
1076 897
1077 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1086 start_info (op); 907 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 910 link_player_skills (op);
1090 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1091 fix_player (op); 912 op->update_stats ();
1092 913
1093 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1094 * is one for this race 915 * is one for this race
1095 */ 916 */
1096 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1097 { 918 {
1098 object *tmp; 919 object *tmp;
1099 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1100 921
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1102 tmp = get_object (); 923 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1108 * default initial map */ 929 * default initial map */
1109 free_object (tmp); 930 tmp->destroy ();
1110 } 931 }
1111 else 932 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 934
1115 return 0; 935 return 0;
1116 } 936 }
1117 937
1118 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1123 while (!tmp_loop) 943 while (!tmp_loop)
1124 { 944 {
1125 shstr name = op->name; 945 shstr name = op->name;
1126 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1127 947
1128 remove_statbonus (op); 948 op->remove_statbonus ();
1129 remove_ob (op); 949 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
1132 op->instantiate (); 952 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 954 op->name = op->name_pl = name;
1135 op->x = x; 955 op->x = x;
1136 op->y = y; 956 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1139 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1140 add_statbonus (op); 960 op->add_statbonus ();
1141 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1142 } 962 }
1143 963
1144 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1146 fix_player (op); 966 op->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1149 op->stats.grace = 0; 969 op->stats.grace = 0;
1150 970
1151 if (op->msg) 971 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 973
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0; 975 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 976}
1206 977
1207void 978void
1208flee_player (object *op) 979flee_player (object *op)
1209{ 980{
1239 { 1010 {
1240 op->enemy = NULL; 1011 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1013 return;
1243 } 1014 }
1015
1244 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1245 1017
1246 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1248 { 1020 {
1249 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1250 1022
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1024 return;
1254 }
1255 } 1025 }
1026
1256 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1029 op->enemy = NULL;
1259} 1030}
1260 1031
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1119 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1124 }
1125
1382 /* philosophy: 1126 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1127 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1130 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1131 * example.
1388 * The drawback: right now it has no frontend, so you need to 1132 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1133 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1816 if (!dir) 1560 if (!dir)
1817 { 1561 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1563 return 0;
1820 } 1564 }
1565
1821 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1823 else 1568 else
1824 { 1569 {
1825 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1833 { 1578 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1580 return 0;
1836 } 1581 }
1837 } 1582 }
1583
1838 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1839 { 1585 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1587 return 0;
1842 } 1588 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1591
1846 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1849 if (bowspeed < 1) 1596 if (bowspeed < 1)
1850 bowspeed = 1; 1597 bowspeed = 1;
1851 1598
1852 if (arrow == NULL) 1599 if (arrow == NULL)
1853 { 1600 {
1859 else 1606 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1608 return 0;
1862 } 1609 }
1863 } 1610 }
1611
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1614 return 0;
1868 } 1615
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1617 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1619 return 0;
1873 } 1620 }
1874 1621
1875 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1623 if (arrow->nrof == 0)
1877 { 1624 {
1878 remove_ob (arrow); 1625 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1626 return 0;
1881 } 1627 }
1882 1628
1883 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1631 if (!arrow)
1886 { 1632 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1634 return 0;
1889 } 1635 }
1890 set_owner (arrow, op); 1636
1637 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1639 arrow->direction = dir;
1894 arrow->x = sx;
1895 arrow->y = sy;
1896 1640
1897 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1898 { 1642 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op); 1644 op->update_stats ();
1901 } 1645 }
1902 1646
1903 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1909 1653
1910 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1912 */ 1656 */
1913 1657
1915 1659
1916 /* update the speed */ 1660 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919 1663
1920 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1924 1666
1925 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1926 { 1668 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1937 } 1679 }
1938 1680
1939 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1941 1683
1942 if (bow->slaying != NULL) 1684 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1944 1686
1945 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1689
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1951 1692
1952 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1694 move_arrow (arrow);
1954 1695
1955 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1981 } 1722 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1724 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1726 wcmod = -1;
1727
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1729 }
1988 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1989 { 1731 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2060 1802
2061 if (item->arch) 1803 if (item->arch)
2062 { 1804 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2065 item->speed = 0; 1807 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1808 }
1809
2068 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1812 }
2071 } 1813 }
2072 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1815 drain_rod_charge (item);
2075 }
2076 } 1816 }
2077} 1817}
2078 1818
2079/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2080 */ 1820 */
2223 * 0 otherwise 1963 * 0 otherwise
2224 */ 1964 */
2225static int 1965static int
2226player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2227{ 1967{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2232 */ 1971 */
2233 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2271 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2275 */ 2014 */
2276
2277void 2015void
2278move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2279{ 2017{
2280 object *tmp, *mon; 2018 object *tmp, *mon;
2281 sint16 nx, ny; 2019 sint16 nx, ny;
2283 maptile *m; 2021 maptile *m;
2284 2022
2285 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2287 2025
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2289 2027
2290 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2298 */ 2036 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 { 2038 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2040 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2304 if (!m) 2042 if (!m)
2305 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2306 } 2044 }
2307 else 2045 else
2308 m = op->map; 2046 m = op->map;
2309 2047
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2049 return;
2314 }
2315 2050
2316 mon = NULL; 2051 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2055 * on the space
2321 */ 2056 */
2322 while (tmp != NULL) 2057 while (tmp)
2323 { 2058 {
2324 if (tmp == op) 2059 if (tmp == op)
2325 { 2060 {
2326 tmp = tmp->above; 2061 tmp = tmp->above;
2327 continue; 2062 continue;
2337 mon = tmp; 2072 mon = tmp;
2338 2073
2339 tmp = tmp->above; 2074 tmp = tmp->above;
2340 } 2075 }
2341 2076
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2078 return; /* into a wall */
2344 2079
2345 if (mon->head != NULL) 2080 if (mon->head)
2346 mon = mon->head; 2081 mon = mon->head;
2347 2082
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2350 return; 2085 return;
2362 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2363 */ 2098 */
2364 if ((op->type == PLAYER) 2099 if ((op->type == PLAYER)
2365#if COZY_SERVER 2100#if COZY_SERVER
2366 && 2101 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2102 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2104#else
2370 && get_owner (mon) == op 2105 && mon->owner == op
2371#endif 2106#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2108 {
2374 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2110 if (op->contr->braced)
2376 return; 2111 return;
2112
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2116 make_visible (op);
2117
2381 return; 2118 return;
2382 } 2119 }
2383 2120
2384 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2124 * attack them either.
2388 */ 2125 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2129 (op->contr->peaceful
2393 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2394 && mon->contr-> 2131 && mon->contr->
2395 peaceful)) && 2132 peaceful)) &&
2396#else 2133#else
2397 op->contr->peaceful && 2134 op->contr->peaceful &&
2398#endif 2135#endif
2399 !on_battleground)) 2136 !on_battleground))
2400 { 2137 {
2401 if (!op->contr->braced) 2138 if (!op->contr->braced)
2402 { 2139 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2405 } 2142 }
2406 else 2143 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2145
2410 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2147 make_visible (op);
2412 } 2148 }
2413 2149
2414 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2425 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2165 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2168 {
2434 2169
2435 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2178
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2180 }
2446 2181
2447 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2448 2183
2449 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2187 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2190 {
2456 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2457 2192
2458 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2461 } 2196 }
2197
2462 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2463 make_visible (op); 2199 make_visible (op);
2464 } 2200 }
2465 } /* if player should attack something */ 2201 } /* if player should attack something */
2466} 2202}
2468int 2204int
2469move_player (object *op, int dir) 2205move_player (object *op, int dir)
2470{ 2206{
2471 int pick; 2207 int pick;
2472 2208
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2210 return 0;
2475 2211
2476 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2478 { 2214 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2216 return 0;
2481 } 2217 }
2482 2218
2483 /* peterm: added following line */ 2219 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2486 2222
2487 op->facing = dir; 2223 op->facing = dir;
2488 2224
2501 2237
2502 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2239 * server can handle repeat firing.
2504 */ 2240 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2242 op->direction = dir;
2508 }
2509 else 2243 else
2510 {
2511 op->direction = 0; 2244 op->direction = 0;
2512 } 2245
2513 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2248 * for players.
2516 */ 2249 */
2517 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2569 2302
2570 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2305 * called, so we recheck it here.
2573 */ 2306 */
2574 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2575 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2576 return 0; 2311 {
2577
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2313 {
2580 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2315 op->speed_left--;
2582 2316
2583 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2586 */ 2320 */
2587 move_player (op, op->direction); 2321 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2322
2589 return 1; 2323 return op->speed_left > 0;
2590 else 2324 }
2591 return 0;
2592 } 2325 }
2326
2593 return 0; 2327 return 0;
2594} 2328}
2595 2329
2596int 2330int
2597save_life (object *op) 2331save_life (object *op)
2598{ 2332{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2334 return 0;
2603 2335
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2338 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2609 if (op->contr) 2342 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2344
2612 free_object (tmp); 2345 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2614 if (op->stats.hp < 0) 2348 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2616 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2617 op->stats.food = 999; 2352 op->stats.food = 999;
2618 fix_player (op); 2353
2354 op->update_stats ();
2619 return 1; 2355 return 1;
2620 } 2356 }
2357
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2361 return 0;
2625} 2362}
2634{ 2371{
2635 object *next; 2372 object *next;
2636 2373
2637 while (op) 2374 while (op)
2638 { 2375 {
2639 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2377
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2379 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2650 } 2384 }
2651 else if (op->inv) 2385 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2653 op = next; 2388 op = next;
2654 } 2389 }
2655} 2390}
2656
2657 2391
2658/* 2392/*
2659 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2409 else
2676 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2413 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2416 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2420 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2686 { 2422 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2425 strcat (buf2, buf);
2690 } 2426 }
2427
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2694 return buf2; 2432 return buf2;
2695} 2433}
2696
2697
2698 2434
2699void 2435void
2700do_some_living (object *op) 2436do_some_living (object *op)
2701{ 2437{
2702 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2711 const int max_grace = 1; 2447 const int max_grace = 1;
2712 2448
2713 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2714 { 2450 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2454 }
2719 2455
2720 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2721 { 2457 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2462 else
2728 { 2463 {
2729 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2466 }
2467
2732 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2470 else
2735 { 2471 {
2736 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2474 }
2475
2739 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2478 else
2742 { 2479 {
2743 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2759 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2498 op->stats.food = last_food;
2762 } 2499 }
2763 } 2500 }
2501
2764 if (max_sp > 1) 2502 if (max_sp > 1)
2765 { 2503 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2505 if (over_sp > 0)
2768 { 2506 {
2769 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2770 { 2508 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2512 op->stats.sp--;
2513
2774 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2776 } 2516 }
2777 op->last_sp = 0; 2517 op->last_sp = 0;
2778 } 2518 }
2779 else 2519 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2521 }
2784 else 2522 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2524 }
2789 2525
2790 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2793 { 2529 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2796 if (max_grace > 1) 2533 if (max_grace > 1)
2797 { 2534 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2536 if (over_grace > 0)
2800 { 2537 {
2828 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2567 op->stats.food = last_food;
2831 } 2568 }
2832 } 2569 }
2570
2833 if (max_hp > 1) 2571 if (max_hp > 1)
2834 { 2572 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2574 if (over_hp > 0)
2837 { 2575 {
2861 2599
2862 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2602 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2866 /* dms do not consume food */ 2605 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2607 op->stats.food--;
2869 } 2608 }
2870 }
2871 2609
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2611 {
2874 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2875 2613
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2615 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2623 break;
2886 } 2624 }
2887 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2888 flesh = tmp; 2626 flesh = tmp;
2889 } /* End if paid for object */ 2627 } /* End if paid for object */
2890 } /* end of for loop */ 2628 } /* end of for loop */
2629
2891 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2631 * eat flesh instead.
2893 */ 2632 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2634 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2898 } 2637 }
2899 } /* end if player is starving */ 2638 }
2900 2639
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2903 2642
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2644 kill_player (op);
2645 }
2906} 2646}
2907
2908
2909 2647
2910/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2651 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2683
2946 /* restore player */ 2684 /* restore player */
2947 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2687 {
2951 remove_ob (tmp); 2688 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2690 }
2955 2691
2956 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2694 {
2960 remove_ob (tmp); 2695 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2697 }
2964 2698
2965 cure_disease (op, 0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2702 op->stats.food = 999;
2969 2703
2970 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2706 {
2974 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2708 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2712 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2716 }
2985 2717
2986 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2720 op->contr->braced = 0;
2993 2725
2994 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2995 2727
2996 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2997 { 2729 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3007 } 2732 }
3008 else 2733 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3018 } 2735
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2737
3021 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3022 x = op->x; 2739 x = op->x;
3023 y = op->y; 2740 y = op->y;
3024 map = op->map; 2741 map = op->map;
3025 2742
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
3032 */ 2746 */
3033 2747
3034 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2750 * of death.
3037 */ 2751 */
3038#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3040 { 2754 {
3041 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2757 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2760 little bit harder. */
3047 /* GD */ 2761 /* GD */
3048 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2763 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2764 else
3054 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3055 num_stats_lose = 1; 2768 num_stats_lose = 1;
3056 } 2769
3057 lost_a_stat = 0; 2770 lost_a_stat = 0;
3058 2771
3059 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3060 { 2773 {
3061 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3062 2775
3063 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3064 { 2777 {
3065 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2779 * what he lost.
3067 */ 2780 */
3068 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3074 } 2799 }
3075 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3076 { 2802 {
3077 /* deplete a stat */ 2803 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3079 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3080 2806 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2807 {
3084 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3086 } 2810
3087 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2817 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2818 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2820 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2821 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2822 else
3129 if (this_stat >= -50)
3130 { 2823 {
3131 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2829 }
3137 } 2830 }
3138 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3139 } 2850 }
2851 }
2852 }
3140 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2854 if (!lost_a_stat)
3142 { 2855 {
3143 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3146 2859
3147 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2862 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2864 }
3152#else 2865#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2867#endif
3155 2868
3156 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2870 * exp loss on the stone.
3158 */ 2871 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2874 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3164 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); 2877 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);
3165 tmp->msg = buf; 2878 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2881
3169 /**************************************/ 2882 /**************************************/
3170 /* */ 2883 /* */
3171 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3174 /* */ 2887 /* */
3175 /**************************************/ 2888 /**************************************/
3176 2889
3177 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2891 /* restore player */
3179 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
2894
3181 if (tmp) 2895 if (tmp)
3182 { 2896 {
3183 remove_ob (tmp); 2897 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2899 }
3187 2900
3188 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2903 if (tmp)
3191 { 2904 {
3192 remove_ob (tmp); 2905 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2907 }
3196 2908
3197 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3198 2910
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3202 op->stats.food = 900; 2914 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2918
3207 /* 2919 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
3209 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
3210 * in the map. 2922 * in the map.
3211 */ 2923 */
3212 2924
3213 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3215 2927
3216 /****************************************/ 2928 /****************************************/
3217 /* */ 2929 /* */
3218 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3220 /* */ 2932 /* */
3221 /****************************************/ 2933 /****************************************/
3222 2934
3223 enter_player_savebed (op); 2935 enter_player_savebed (op);
3224 2936
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2937 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2938
3231 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2942 * on the space that might harm the player.
3235 */ 2943 */
3236 will_kill_again = 0; 2944 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3240 2948
3241 if (will_kill_again) 2949 if (will_kill_again)
3242 { 2950 {
3243 object *force; 2951 object *force;
3244 int at; 2952 int at;
3245 2953
3246 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2956 force->speed = 0.1;
3249 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2961 force->resist[at] = 100;
3254 2962
3255 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3256 fix_player (op); 2964 op->update_stats ();
3257 2965
3258 } 2966 }
3259 2967
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2969}
3330
3331 2970
3332void 2971void
3333loot_object (object *op) 2972loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3336 2975
3337 if (op->container) 2976 if (op->container)
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3340 }
3341 2978
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3343 { 2980 {
3344 next = tmp->below; 2981 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3346 continue; 2984 continue;
3347 remove_ob (tmp); 2985
2986 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3349 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2989 { /* empty container to ground */
3351 loot_object (tmp); 2990 loot_object (tmp);
3352 } 2991 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354 { 2993 {
3355 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3356 { 2995 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 2997 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2999 }
3361 else 3000 else
3362 free_object (tmp); 3001 tmp->destroy ();
3363 } 3002 }
3364 else 3003 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 3005 }
3367} 3006}
3373 */ 3012 */
3374 3013
3375void 3014void
3376fix_weight (void) 3015fix_weight (void)
3377{ 3016{
3378 player *pl; 3017 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 3018 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 3020
3384 if (old == sum) 3021 if (old == sum)
3385 continue; 3022 continue;
3386 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 3025 }
3389} 3026}
3390 3027
3391void 3028void
3392fix_luck (void) 3029fix_luck (void)
3393{ 3030{
3394 player *pl; 3031 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3399} 3034}
3400
3401 3035
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3405 */ 3039 */
3406
3407void 3040void
3408cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3409{ 3042{
3410 object *skop, *spob; 3043 object *skop, *spob;
3411 3044
3432 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3067
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3069
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3071}
3441 3072
3442void 3073void
3443make_visible (object *op) 3074make_visible (object *op)
3444{ 3075{
3458 object *tmp = NULL; 3089 object *tmp = NULL;
3459 3090
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3092 return 1;
3462 3093
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3094 return 0;
3469} 3095}
3470 3096
3471/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3528 3154
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3156
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3535 { 3160 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3162 make_visible (op);
3538 return; 3163 return;
3539 } 3164 }
3540 else 3165 else
3541 num += 20; 3166 num += 20;
3542 } 3167
3543 num += op->map->difficulty; 3168 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3170 num -= hide;
3171
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3173 {
3548 make_visible (op); 3174 make_visible (op);
3549 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3177 }
3552 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3180}
3557 3181
3558/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3559 3183
3560int 3184int
3587 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3588 continue; 3212 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3214 continue;
3591 3215
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3217 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3219 return 1;
3596 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3597 { 3221 {
3627 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3628 { 3252 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3254 return -1;
3631 } 3255 }
3256
3632 if (!pl || !op) 3257 if (!pl || !op)
3633 return 0; 3258 return 0;
3634 3259
3635 if (op->head)
3636 {
3637 op = op->head; 3260 op = op->head_ ();
3638 } 3261
3639 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3640 3263
3641 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3265 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3651 3274
3652 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3277 * for any meaningful values.
3655 */ 3278 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3282 return 1;
3660 op = op->more; 3283 op = op->more;
3661 } 3284 }
3662 return 0; 3285 return 0;
3663} 3286}
3773 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3774 return; 3397 return;
3775 3398
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3400
3778 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3779 { 3402 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3404 return;
3782 } 3405 }
3783 3406
3849 { 3472 {
3850 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3474 object *skin;
3852 3475
3853 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3855 if (skin == NULL) 3481 if (!skin)
3856 return; 3482 return;
3857 3483
3858 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3486 {

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