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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int 153/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 154static void
155set_first_map (object *op)
191{ 156{
192 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
194 return 0; 179 return;
195 180
196 for (; *cp != '\0'; cp++) 181 players.insert (this);
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
198 return 0; 192 return;
199 193
200 return 1; 194 terminate_all_pets (ob);
201} 195 ob->deactivate_recursive ();
196 ob->remove ();
197 ob->map = 0;
202 198
203/* This no longer sets the player map. Also, it now updates 199 players.erase (this);
204 * all the pointers so the caller doesn't need to do that. 200}
205 * Caller is responsible for setting the correct map.
206 */
207 201
208/* Redo this to do both get_player_ob and get_player. 202// connect the player with a specific client
209 * Hopefully this will be less bugfree and simpler. 203// also changed, rationalises, and fixes some incorrect settings
210 * Returns the player structure. If 'p' is null, 204void
211 * we create a new one. Otherwise, we recycle 205player::connect (client *ns)
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 206{
217 object *op = arch_to_object (get_player_archetype (0)); 207 this->ns = ns;
218 int i; 208 ns->pl = this;
219 209
220 /* Clears basically the entire player structure except 210 ns->update_look = 0;
221 * for next and socket. 211 ns->look_position = 0;
212
213 clear_los (ob);
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 235 */
223 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
224 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 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{
225 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 317 * we deal with that below this point.
227 */ 318 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 322
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
239 324
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
258 p->last_speed = -1; 326 last_speed = -1;
259 p->shoottype = range_none; 327 shoottype = range_none;
260 p->bowtype = bow_normal; 328 bowtype = bow_normal;
261 p->petmode = pet_normal; 329 petmode = pet_normal;
262 p->listening = 10; 330 listening = 10;
263 p->usekeys = containers; 331 usekeys = containers;
264 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 334 do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274 335
275 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
278 * at zero. 339 * at zero.
279 */ 340 */
280 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285 343
286 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1; 345 last_resist[i] = -1;
288 346
289 p->last_stats.exp = -1; 347 last_stats.exp = -1;
290 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 349}
297 350
298/* This loads the first map an puts the player on it. */ 351void
299static void 352player::do_destroy ()
300set_first_map (object *op)
301{ 353{
302 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
303 op->x = -1;
304 op->y = -1;
305 enter_exit (op, NULL);
306}
307 355
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
308/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
309 * 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
310 * mode. 373 * mode.
311 */ 374 */
312 375player *
313int 376player::create ()
314add_player (client *ns)
315{ 377{
316 player *p = new player; 378 player *pl = new player;
317 379
318 p->socket = ns; 380 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320
321 p->next = first_player;
322 first_player = p;
323
324 p = get_player (p);
325
326 set_first_map (p->ob); 381 set_first_map (pl->ob);
327 382
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 383 return pl;
336} 384}
337 385
338/* 386/*
339 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
349 { 397 {
350 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
351 at = first_archetype; 399 at = first_archetype;
352 else 400 else
353 at = at->next; 401 at = at->next;
402
354 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
355 return at; 404 return at;
405
356 if (at == start) 406 if (at == start)
357 { 407 {
358 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 409 exit (-1);
360 } 410 }
361 } 411 }
362} 412}
363 413
364
365object * 414object *
366get_nearest_player (object *mon) 415get_nearest_player (object *mon)
367{ 416{
368 object *op = NULL; 417 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 418 objectlink *ol;
371 unsigned lastdist; 419 unsigned lastdist;
372 rv_vector rv; 420 rv_vector rv;
373 421
374 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)
406 { 454 {
407 op = ol->ob; 455 op = ol->ob;
408 lastdist = rv.distance; 456 lastdist = rv.distance;
409 } 457 }
410 } 458 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 459
412 { 460 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
417 { 463 {
418 op = pl->ob; 464 op = pl->ob;
419 lastdist = rv.distance; 465 lastdist = rv.distance;
420 } 466 }
421 } 467
422 }
423#if 0 468#if 0
424 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)");
425#endif 470#endif
426 return op; 471 return op;
427} 472}
445 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
446 * 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
447 * is probably not a good thing. 492 * is probably not a good thing.
448 */ 493 */
449#define MAX_SPACES 50 494#define MAX_SPACES 50
450
451 495
452/* 496/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * 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
455 * 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
694 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
695 link_player_skills (pl); 739 link_player_skills (pl);
696} 740}
697 741
698void 742void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
783{ 744{
784 if (party == NULL) 745 if (party == NULL)
785 { 746 {
786 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);
787 return; 748 return;
788 } 749 }
750
789 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
792 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:");
793} 755}
794
795 756
796/* 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. */
797int 758static int
798roll_stat (void) 759roll_stat (void)
799{ 760{
800 int a[4], i, j, k; 761 int a[4], i, j, k;
801 762
802 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 767 if (a[i] < k)
807 k = a[i], j = i; 768 k = a[i], j = i;
808 769
809 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 771 if (i != j)
812 k += a[i]; 772 k += a[i];
813 } 773
814 return k; 774 return k;
815} 775}
816 776
817void 777void
818roll_stats (object *op) 778object::roll_stats ()
819{ 779{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 780 int statsort [7];
823 781
824 do 782 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 783 {
835 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
836 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
837 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 794
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
870 802
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 803 stats.exp = 0;
882 op->stats.ac = 0; 804 stats.ac = 0;
883 805
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
893} 818}
894 819
895void 820void
896Roll_Again (object *op) 821object::swap_stats (int a, int b)
897{ 822{
898 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[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);
901}
902 826
903void 827 stats.Str = contr->orig_stats.Str;
904Swap_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)
905{ 859{
906 signed char tmp;
907 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
908 861
909 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 866}
1024 867
1025/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1029 * not the class. 872 * not the class.
1030 */ 873 */
1031
1032int 874int
1033key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1034{ 876{
1035 int tmp_loop; 877 int tmp_loop;
1036 878
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1044 { 880 {
1045 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1046 882
1047 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1053 889
1054 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1056 892
1057 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1058 894
1059 if (op->msg) 895 if (op->msg)
1060 op->msg = NULL; 896 op->msg = NULL;
1061 897
1062 /* 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
1071 start_info (op); 907 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 910 link_player_skills (op);
1075 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1076 fix_player (op); 912 op->update_stats ();
1077 913
1078 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1079 * is one for this race 915 * is one for this race
1080 */ 916 */
1081 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1082 { 918 {
1083 object *tmp; 919 object *tmp;
1084 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1085 921
1086 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);
1087 tmp = object::create (); 923 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1091 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;
1092 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1093 * default initial map */ 929 * default initial map */
1094 tmp->destroy (); 930 tmp->destroy ();
1095 } 931 }
1096 else 932 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 934
1100 return 0; 935 return 0;
1101 } 936 }
1102 937
1103 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1108 while (!tmp_loop) 943 while (!tmp_loop)
1109 { 944 {
1110 shstr name = op->name; 945 shstr name = op->name;
1111 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1112 947
1113 remove_statbonus (op); 948 op->remove_statbonus ();
1114 op->remove (); 949 op->remove ();
1115 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1116 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1117 op->instantiate (); 952 op->instantiate ();
1118 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1120 op->x = x; 955 op->x = x;
1121 op->y = y; 956 op->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1124 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1125 add_statbonus (op); 960 op->add_statbonus ();
1126 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1127 } 962 }
1128 963
1129 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1131 fix_player (op); 966 op->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1134 op->stats.grace = 0; 969 op->stats.grace = 0;
1135 970
1136 if (op->msg) 971 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138 973
1139 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");
1140 return 0; 975 return 0;
1141}
1142
1143int
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190} 976}
1191 977
1192void 978void
1193flee_player (object *op) 979flee_player (object *op)
1194{ 980{
1224 { 1010 {
1225 op->enemy = NULL; 1011 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 1013 return;
1228 } 1014 }
1015
1229 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1230 1017
1231 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1233 { 1020 {
1234 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1235 1022
1236 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)))
1237 {
1238 return; 1024 return;
1239 }
1240 } 1025 }
1026
1241 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1029 op->enemy = NULL;
1244} 1030}
1245 1031
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &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))));
1333 else 1119 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1124 }
1125
1367 /* philosophy: 1126 /* philosophy:
1368 * 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
1369 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1371 * 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
1372 * example. 1131 * example.
1373 * 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
1374 * 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
1375 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1801 if (!dir) 1560 if (!dir)
1802 { 1561 {
1803 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!");
1804 return 0; 1563 return 0;
1805 } 1564 }
1565
1806 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1808 else 1568 else
1809 { 1569 {
1810 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1818 { 1578 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1580 return 0;
1821 } 1581 }
1822 } 1582 }
1583
1823 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1824 { 1585 {
1825 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);
1826 return 0; 1587 return 0;
1827 } 1588 }
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830 1591
1831 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1834 if (bowspeed < 1) 1596 if (bowspeed < 1)
1835 bowspeed = 1; 1597 bowspeed = 1;
1836 1598
1837 if (arrow == NULL) 1599 if (arrow == NULL)
1838 { 1600 {
1844 else 1606 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1846 return 0; 1608 return 0;
1847 } 1609 }
1848 } 1610 }
1611
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1614 return 0;
1853 } 1615
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1617 {
1856 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.");
1857 return 0; 1619 return 0;
1858 } 1620 }
1864 return 0; 1626 return 0;
1865 } 1627 }
1866 1628
1867 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1631 if (!arrow)
1870 { 1632 {
1871 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);
1872 return 0; 1634 return 0;
1873 } 1635 }
1636
1874 arrow->set_owner (op); 1637 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1639 arrow->direction = dir;
1878 arrow->x = sx;
1879 arrow->y = sy;
1880 1640
1881 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1882 { 1642 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op); 1644 op->update_stats ();
1885 } 1645 }
1886 1646
1887 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1899 1659
1900 /* update the speed */ 1660 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 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;
1903 1663
1904 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1908 1666
1909 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1910 { 1668 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1921 } 1679 }
1922 1680
1923 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1924 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1925 1683
1926 if (bow->slaying != NULL) 1684 if (bow->slaying)
1927 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1928 1686
1929 arrow->map = m;
1930 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1689
1933 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);
1934 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1935 1692
1936 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1694 move_arrow (arrow);
1938 1695
1939 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1965 } 1722 }
1966 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)
1967 { 1724 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1726 wcmod = -1;
1727
1970 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);
1971 } 1729 }
1972 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1973 { 1731 {
1974 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);
2044 1802
2045 if (item->arch) 1803 if (item->arch)
2046 { 1804 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2049 item->speed = 0; 1807 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1808 }
1809
2052 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1812 }
2055 } 1813 }
2056 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1815 drain_rod_charge (item);
2059 }
2060 } 1816 }
2061} 1817}
2062 1818
2063/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2064 */ 1820 */
2207 * 0 otherwise 1963 * 0 otherwise
2208 */ 1964 */
2209static int 1965static int
2210player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2211{ 1967{
2212
2213 /* 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,
2214 * 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 -
2215 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2216 */ 1971 */
2217 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2255 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2259 */ 2014 */
2260
2261void 2015void
2262move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2263{ 2017{
2264 object *tmp, *mon; 2018 object *tmp, *mon;
2265 sint16 nx, ny; 2019 sint16 nx, ny;
2267 maptile *m; 2021 maptile *m;
2268 2022
2269 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2271 2025
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2273 2027
2274 /* 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
2275 * 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
2276 * 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
2277 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2282 */ 2036 */
2283 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))
2284 { 2038 {
2285 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 { 2040 {
2287 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2288 if (!m) 2042 if (!m)
2289 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2290 } 2044 }
2291 else 2045 else
2292 m = op->map; 2046 m = op->map;
2293 2047
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return; 2049 return;
2298 }
2299 2050
2300 mon = NULL; 2051 mon = 0;
2301 /* 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
2302 * 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.
2303 * 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
2304 * on the space 2055 * on the space
2305 */ 2056 */
2306 while (tmp != NULL) 2057 while (tmp)
2307 { 2058 {
2308 if (tmp == op) 2059 if (tmp == op)
2309 { 2060 {
2310 tmp = tmp->above; 2061 tmp = tmp->above;
2311 continue; 2062 continue;
2321 mon = tmp; 2072 mon = tmp;
2322 2073
2323 tmp = tmp->above; 2074 tmp = tmp->above;
2324 } 2075 }
2325 2076
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2078 return; /* into a wall */
2328 2079
2329 if (mon->head != NULL) 2080 if (mon->head)
2330 mon = mon->head; 2081 mon = mon->head;
2331 2082
2332 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))
2333 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2334 return; 2085 return;
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 { 2108 {
2358 /* 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 */
2359 if (op->contr->braced) 2110 if (op->contr->braced)
2360 return; 2111 return;
2112
2361 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);
2362 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2363 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op); 2116 make_visible (op);
2117
2365 return; 2118 return;
2366 } 2119 }
2367 2120
2368 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2371 * attack them either. 2124 * attack them either.
2372 */ 2125 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2374 (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)) && (
2375#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2376 (op->contr->peaceful 2129 (op->contr->peaceful
2377 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2378 && mon->contr-> 2131 && mon->contr->
2379 peaceful)) && 2132 peaceful)) &&
2380#else 2133#else
2381 op->contr->peaceful && 2134 op->contr->peaceful &&
2382#endif 2135#endif
2383 !on_battleground)) 2136 !on_battleground))
2384 { 2137 {
2385 if (!op->contr->braced) 2138 if (!op->contr->braced)
2386 { 2139 {
2387 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);
2388 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2389 } 2142 }
2390 else 2143 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2145
2394 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2147 make_visible (op);
2396 } 2148 }
2397 2149
2398 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2409 * 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
2410 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2411 * 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
2412 * 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.
2413 */ 2165 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((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)))
2417 { 2168 {
2418 2169
2419 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2427 2178
2428 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 */
2429 } 2180 }
2430 2181
2431 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2432 2183
2433 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2436 * the wiz. 2187 * the wiz.
2438 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))
2439 { 2190 {
2440 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2441 2192
2442 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2445 } 2196 }
2197
2446 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2447 make_visible (op); 2199 make_visible (op);
2448 } 2200 }
2449 } /* if player should attack something */ 2201 } /* if player should attack something */
2450} 2202}
2452int 2204int
2453move_player (object *op, int dir) 2205move_player (object *op, int dir)
2454{ 2206{
2455 int pick; 2207 int pick;
2456 2208
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2458 return 0; 2210 return 0;
2459 2211
2460 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2462 { 2214 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2216 return 0;
2465 } 2217 }
2466 2218
2467 /* peterm: added following line */ 2219 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2470 2222
2471 op->facing = dir; 2223 op->facing = dir;
2472 2224
2485 2237
2486 /* 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
2487 * server can handle repeat firing. 2239 * server can handle repeat firing.
2488 */ 2240 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2242 op->direction = dir;
2492 }
2493 else 2243 else
2494 {
2495 op->direction = 0; 2244 op->direction = 0;
2496 } 2245
2497 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2248 * for players.
2500 */ 2249 */
2501 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2553 2302
2554 /* 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
2555 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2305 * called, so we recheck it here.
2557 */ 2306 */
2558 op->contr->socket->handle_command (); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2559 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2560 return 0; 2311 {
2561
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 { 2313 {
2564 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--; 2315 op->speed_left--;
2566 2316
2567 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2568 * 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
2569 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2570 */ 2320 */
2571 move_player (op, op->direction); 2321 move_player (op, op->direction);
2572 if (op->speed_left > 0) 2322
2573 return 1; 2323 return op->speed_left > 0;
2574 else 2324 }
2575 return 0;
2576 } 2325 }
2577 2326
2578 return 0; 2327 return 0;
2579} 2328}
2580 2329
2600 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2601 2350
2602 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2603 op->stats.food = 999; 2352 op->stats.food = 999;
2604 2353
2605 fix_player (op); 2354 op->update_stats ();
2606 return 1; 2355 return 1;
2607 } 2356 }
2608 2357
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2622{ 2371{
2623 object *next; 2372 object *next;
2624 2373
2625 while (op) 2374 while (op)
2626 { 2375 {
2627 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' */
2628 * we remove object 'op' 2377
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2379 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2638 } 2384 }
2639 else if (op->inv) 2385 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2641 2387
2642 op = next; 2388 op = next;
2643 } 2389 }
2644} 2390}
2645
2646 2391
2647/* 2392/*
2648 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2430 strcat (buf2, buf);
2686 2431
2687 return buf2; 2432 return buf2;
2688} 2433}
2689
2690
2691 2434
2692void 2435void
2693do_some_living (object *op) 2436do_some_living (object *op)
2694{ 2437{
2695 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2704 const int max_grace = 1; 2447 const int max_grace = 1;
2705 2448
2706 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2707 { 2450 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 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)
2710 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2454 }
2712 2455
2713 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2714 { 2457 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2462 else
2721 { 2463 {
2722 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2466 }
2467
2725 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2470 else
2728 { 2471 {
2729 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2474 }
2475
2732 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2478 else
2735 { 2479 {
2736 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2752 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2753 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))
2754 op->stats.food = last_food; 2498 op->stats.food = last_food;
2755 } 2499 }
2756 } 2500 }
2501
2757 if (max_sp > 1) 2502 if (max_sp > 1)
2758 { 2503 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2505 if (over_sp > 0)
2761 { 2506 {
2762 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2763 { 2508 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2765 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))
2766 op->stats.sp--; 2512 op->stats.sp--;
2513
2767 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2769 } 2516 }
2770 op->last_sp = 0; 2517 op->last_sp = 0;
2771 } 2518 }
2772 else 2519 else
2773 {
2774 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);
2775 }
2776 } 2521 }
2777 else 2522 else
2778 {
2779 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);
2780 }
2781 } 2524 }
2782 2525
2783 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2784 /* 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. */
2785 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2786 { 2529 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2789 if (max_grace > 1) 2533 if (max_grace > 1)
2790 { 2534 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2536 if (over_grace > 0)
2793 { 2537 {
2821 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2822 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))
2823 op->stats.food = last_food; 2567 op->stats.food = last_food;
2824 } 2568 }
2825 } 2569 }
2570
2826 if (max_hp > 1) 2571 if (max_hp > 1)
2827 { 2572 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2574 if (over_hp > 0)
2830 { 2575 {
2854 2599
2855 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2856 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);
2857 else 2602 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2859 /* dms do not consume food */ 2605 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2607 op->stats.food--;
2862 } 2608 }
2863 }
2864 2609
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2611 {
2867 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2868 2613
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 { 2615 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2875 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.");
2876 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2623 break;
2879 } 2624 }
2880 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2881 flesh = tmp; 2626 flesh = tmp;
2882 } /* End if paid for object */ 2627 } /* End if paid for object */
2883 } /* end of for loop */ 2628 } /* end of for loop */
2629
2884 /* 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
2885 * eat flesh instead. 2631 * eat flesh instead.
2886 */ 2632 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2634 {
2889 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.");
2890 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2891 } 2637 }
2892 } /* end if player is starving */ 2638 }
2893 2639
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2896 2642
2897 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))
2898 kill_player (op); 2644 kill_player (op);
2645 }
2899} 2646}
2900
2901
2902 2647
2903/* 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.
2904 * 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
2905 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2651 * file.
2936 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!");
2937 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...");
2938 2683
2939 /* restore player */ 2684 /* restore player */
2940 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2687 {
2944 tmp->destroy (); 2688 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2690 }
2947 2691
2948 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2694 {
2952 tmp->destroy (); 2695 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2697 }
2955 2698
2957 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2702 op->stats.food = 999;
2960 2703
2961 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2706 {
2965 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2966 tmp->name = buf; 2708 tmp->name = buf;
2967 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2968 " 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",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970 tmp->msg = buf; 2712 tmp->msg = buf;
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2973 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2716 }
2976 2717
2977 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2720 op->contr->braced = 0;
2984 2725
2985 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2986 2727
2987 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2988 { 2729 {
2989 if (op->contr->explore)
2990 {
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993 op->stats.food = 999;
2994 return;
2995 }
2996 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2997 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2998 } 2732 }
2999 else 2733 else
3000 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3009 } 2735
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 2737
3012 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3013 x = op->x; 2739 x = op->x;
3014 y = op->y; 2740 y = op->y;
3015 map = op->map; 2741 map = op->map;
3016 2742
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * 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.
3022 * 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.
3023 */ 2746 */
3024 2747
3025 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2750 * of death.
3028 */ 2751 */
3029#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3031 { 2754 {
3032 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3033 /* 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
3034 more if they do. */ 2757 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2760 little bit harder. */
3038 /* GD */ 2761 /* GD */
3039 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2763 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2764 else
3045 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3046 num_stats_lose = 1; 2768 num_stats_lose = 1;
3047 } 2769
3048 lost_a_stat = 0; 2770 lost_a_stat = 0;
3049 2771
3050 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3051 { 2773 {
3052 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3053 2775
3054 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3055 { 2777 {
3056 /* 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
3057 * what he lost. 2779 * what he lost.
3058 */ 2780 */
3059 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 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);
3065 } 2799 }
3066 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3067 { 2802 {
3068 /* deplete a stat */ 2803 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3070 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3071 2806 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2807 {
3075 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3077 } 2810
3078 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 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)
3085 { 2817 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2818 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2820 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2821 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2822 else
3120 if (this_stat >= -50)
3121 { 2823 {
3122 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 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"); */
3127 } 2829 }
3128 } 2830 }
3129 } 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 }
3130 } 2850 }
2851 }
2852 }
3131 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2854 if (!lost_a_stat)
3133 { 2855 {
3134 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3137 2859
3138 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3139 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);
3140 else 2862 else
3141 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.");
3142 } 2864 }
3143#else 2865#else
3144 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.");
3145#endif 2867#endif
3146 2868
3147 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2870 * exp loss on the stone.
3149 */ 2871 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2874 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3155 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);
3156 tmp->msg = buf; 2878 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2881
3160 /**************************************/ 2882 /**************************************/
3161 /* */ 2883 /* */
3162 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3165 /* */ 2887 /* */
3166 /**************************************/ 2888 /**************************************/
3167 2889
3168 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2891 /* restore player */
3170 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3172 2894
3173 if (tmp) 2895 if (tmp)
3174 { 2896 {
3175 tmp->destroy (); 2897 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2899 }
3178 2900
3179 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2903 if (tmp)
3182 { 2904 {
3183 tmp->destroy (); 2905 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2907 }
3186 2908
3187 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3188 2910
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3192 op->stats.food = 900; 2914 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2918
3197 /* 2919 /*
3198 * 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
3199 * 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
3200 * in the map. 2922 * in the map.
3201 */ 2923 */
3202 2924
3203 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3205 2927
3206 /****************************************/ 2928 /****************************************/
3207 /* */ 2929 /* */
3208 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3210 /* */ 2932 /* */
3211 /****************************************/ 2933 /****************************************/
3212 2934
3213 enter_player_savebed (op); 2935 enter_player_savebed (op);
3214 2936
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2937 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2938
3221 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2942 * on the space that might harm the player.
3225 */ 2943 */
3226 will_kill_again = 0; 2944 will_kill_again = 0;
3227 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)
3228 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3230 2948
3231 if (will_kill_again) 2949 if (will_kill_again)
3232 { 2950 {
3233 object *force; 2951 object *force;
3234 int at; 2952 int at;
3235 2953
3236 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2956 force->speed = 0.1;
3239 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3240 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2961 force->resist[at] = 100;
3244 2962
3245 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3246 fix_player (op); 2964 op->update_stats ();
3247 2965
3248 } 2966 }
3249 2967
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2969}
3319
3320 2970
3321void 2971void
3322loot_object (object *op) 2972loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3325 2975
3326 if (op->container) 2976 if (op->container)
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3329 }
3330 2978
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3332 { 2980 {
3333 next = tmp->below; 2981 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3335 continue; 2984 continue;
2985
3336 tmp->remove (); 2986 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3338 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 2989 { /* empty container to ground */
3340 loot_object (tmp); 2990 loot_object (tmp);
3362 */ 3012 */
3363 3013
3364void 3014void
3365fix_weight (void) 3015fix_weight (void)
3366{ 3016{
3367 player *pl; 3017 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 3018 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 3020
3373 if (old == sum) 3021 if (old == sum)
3374 continue; 3022 continue;
3375 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3376 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);
3377 } 3025 }
3378} 3026}
3379 3027
3380void 3028void
3381fix_luck (void) 3029fix_luck (void)
3382{ 3030{
3383 player *pl; 3031 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3388} 3034}
3389
3390 3035
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3394 */ 3039 */
3395
3396void 3040void
3397cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3398{ 3042{
3399 object *skop, *spob; 3043 object *skop, *spob;
3400 3044
3445 object *tmp = NULL; 3089 object *tmp = NULL;
3446 3090
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1; 3092 return 1;
3449 3093
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3094 return 0;
3456} 3095}
3457 3096
3458/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3515 3154
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3156
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3522 { 3160 {
3523 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!");
3524 make_visible (op); 3162 make_visible (op);
3525 return; 3163 return;
3526 } 3164 }
3527 else 3165 else
3528 num += 20; 3166 num += 20;
3529 } 3167
3530 num += op->map->difficulty; 3168 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3170 num -= hide;
3171
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3173 {
3535 make_visible (op); 3174 make_visible (op);
3536 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3537 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!");
3538 } 3177 }
3539 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 3180}
3544 3181
3545/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3546 3183
3547int 3184int
3574 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3575 continue; 3212 continue;
3576 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)))
3577 continue; 3214 continue;
3578 3215
3579 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)
3580 { 3217 {
3581 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))
3582 return 1; 3219 return 1;
3583 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3584 { 3221 {
3614 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3615 { 3252 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3254 return -1;
3618 } 3255 }
3256
3619 if (!pl || !op) 3257 if (!pl || !op)
3620 return 0; 3258 return 0;
3621 3259
3622 if (op->head)
3623 {
3624 op = op->head; 3260 op = op->head_ ();
3625 } 3261
3626 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3627 3263
3628 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3265 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3638 3274
3639 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3640 * 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
3641 * for any meaningful values. 3277 * for any meaningful values.
3642 */ 3278 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !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)])
3646 return 1; 3282 return 1;
3647 op = op->more; 3283 op = op->more;
3648 } 3284 }
3649 return 0; 3285 return 0;
3650} 3286}
3760 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3761 return; 3397 return;
3762 3398
3763 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++);
3764 3400
3765 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3766 { 3402 {
3767 /* 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]); */
3768 return; 3404 return;
3769 } 3405 }
3770 3406
3836 { 3472 {
3837 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3474 object *skin;
3839 3475
3840 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3841 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
3842 if (skin == NULL) 3481 if (!skin)
3843 return; 3482 return;
3844 3483
3845 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3486 {

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