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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 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
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273 335
274 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
277 * at zero. 339 * at zero.
278 */ 340 */
279 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 343
285 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 345 last_resist[i] = -1;
287 346
288 p->last_stats.exp = -1; 347 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 349}
296 350
297/* This loads the first map an puts the player on it. */ 351void
298static void 352player::do_destroy ()
299set_first_map (object *op)
300{ 353{
301 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, NULL);
305}
306 355
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
307/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
309 * mode. 373 * mode.
310 */ 374 */
311 375player *
312int 376player::create ()
313add_player (client *ns)
314{ 377{
315 player *p = new player; 378 player *pl = new player;
316 379
317 p->socket = ns; 380 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 381 set_first_map (pl->ob);
326 382
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 383 return pl;
335} 384}
336 385
337/* 386/*
338 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
348 { 397 {
349 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
350 at = first_archetype; 399 at = first_archetype;
351 else 400 else
352 at = at->next; 401 at = at->next;
402
353 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
354 return at; 404 return at;
405
355 if (at == start) 406 if (at == start)
356 { 407 {
357 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 409 exit (-1);
359 } 410 }
360 } 411 }
361} 412}
362 413
363
364object * 414object *
365get_nearest_player (object *mon) 415get_nearest_player (object *mon)
366{ 416{
367 object *op = NULL; 417 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 418 objectlink *ol;
370 unsigned lastdist; 419 unsigned lastdist;
371 rv_vector rv; 420 rv_vector rv;
372 421
373 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)
405 { 454 {
406 op = ol->ob; 455 op = ol->ob;
407 lastdist = rv.distance; 456 lastdist = rv.distance;
408 } 457 }
409 } 458 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 459
411 { 460 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
416 { 463 {
417 op = pl->ob; 464 op = pl->ob;
418 lastdist = rv.distance; 465 lastdist = rv.distance;
419 } 466 }
420 } 467
421 }
422#if 0 468#if 0
423 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)");
424#endif 470#endif
425 return op; 471 return op;
426} 472}
444 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
445 * 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
446 * is probably not a good thing. 492 * is probably not a good thing.
447 */ 493 */
448#define MAX_SPACES 50 494#define MAX_SPACES 50
449
450 495
451/* 496/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * 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
454 * 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
693 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
694 link_player_skills (pl); 739 link_player_skills (pl);
695} 740}
696 741
697void 742void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
782{ 744{
783 if (party == NULL) 745 if (party == NULL)
784 { 746 {
785 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);
786 return; 748 return;
787 } 749 }
750
788 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
791 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:");
792} 755}
793
794 756
795/* 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. */
796int 758static int
797roll_stat (void) 759roll_stat (void)
798{ 760{
799 int a[4], i, j, k; 761 int a[4], i, j, k;
800 762
801 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
804 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 767 if (a[i] < k)
806 k = a[i], j = i; 768 k = a[i], j = i;
807 769
808 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 771 if (i != j)
811 k += a[i]; 772 k += a[i];
812 } 773
813 return k; 774 return k;
814} 775}
815 776
816void 777void
817roll_stats (object *op) 778object::roll_stats ()
818{ 779{
819 int sum = 0;
820 int i = 0, j = 0;
821 int statsort[7]; 780 int statsort [7];
822 781
823 do 782 for (;;)
824 {
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 } 783 {
834 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
835 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
836 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 794
845 /* a quick and dirty bubblesort? */
846 do
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861
862 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
863 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
864 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
865 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
866 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
869 802
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 803 stats.exp = 0;
881 op->stats.ac = 0; 804 stats.ac = 0;
882 805
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
890 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
891 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
892} 818}
893 819
894void 820void
895Roll_Again (object *op) 821object::swap_stats (int a, int b)
896{ 822{
897 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
899 "[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);
900}
901 826
902void 827 stats.Str = contr->orig_stats.Str;
903Swap_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)
904{ 859{
905 signed char tmp;
906 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
907 861
908 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 866}
1023 867
1024/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1028 * not the class. 872 * not the class.
1029 */ 873 */
1030
1031int 874int
1032key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1033{ 876{
1034 int tmp_loop; 877 int tmp_loop;
1035 878
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1043 { 880 {
1044 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1045 882
1046 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1051 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1052 889
1053 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1055 892
1056 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1057 894
1058 if (op->msg) 895 if (op->msg)
1059 op->msg = NULL; 896 op->msg = NULL;
1060 897
1061 /* 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
1070 start_info (op); 907 start_info (op);
1071 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1073 link_player_skills (op); 910 link_player_skills (op);
1074 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1075 fix_player (op); 912 op->update_stats ();
1076 913
1077 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1078 * is one for this race 915 * is one for this race
1079 */ 916 */
1080 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1081 { 918 {
1082 object *tmp; 919 object *tmp;
1083 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1084 921
1085 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);
1086 tmp = object::create (); 923 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1089 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1090 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;
1091 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1092 * default initial map */ 929 * default initial map */
1093 tmp->destroy (); 930 tmp->destroy ();
1094 } 931 }
1095 else 932 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 934
1099 return 0; 935 return 0;
1100 } 936 }
1101 937
1102 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1107 while (!tmp_loop) 943 while (!tmp_loop)
1108 { 944 {
1109 shstr name = op->name; 945 shstr name = op->name;
1110 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1111 947
1112 remove_statbonus (op); 948 op->remove_statbonus ();
1113 op->remove (); 949 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1116 op->instantiate (); 952 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1119 op->x = x; 955 op->x = x;
1120 op->y = y; 956 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 960 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1126 } 962 }
1127 963
1128 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 966 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 969 op->stats.grace = 0;
1134 970
1135 if (op->msg) 971 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 973
1138 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");
1139 return 0; 975 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 976}
1190 977
1191void 978void
1192flee_player (object *op) 979flee_player (object *op)
1193{ 980{
1223 { 1010 {
1224 op->enemy = NULL; 1011 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1013 return;
1227 } 1014 }
1015
1228 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1229 1017
1230 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1232 { 1020 {
1233 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1234 1022
1235 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)))
1236 {
1237 return; 1024 return;
1238 }
1239 } 1025 }
1026
1240 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1029 op->enemy = NULL;
1243} 1030}
1244 1031
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &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))));
1332 else 1119 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &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
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1124 }
1125
1366 /* philosophy: 1126 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1131 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1800 if (!dir) 1560 if (!dir)
1801 { 1561 {
1802 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!");
1803 return 0; 1563 return 0;
1804 } 1564 }
1565
1805 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1807 else 1568 else
1808 { 1569 {
1809 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1817 { 1578 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1580 return 0;
1820 } 1581 }
1821 } 1582 }
1583
1822 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1823 { 1585 {
1824 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);
1825 return 0; 1587 return 0;
1826 } 1588 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1591
1830 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1833 if (bowspeed < 1) 1596 if (bowspeed < 1)
1834 bowspeed = 1; 1597 bowspeed = 1;
1835 1598
1836 if (arrow == NULL) 1599 if (arrow == NULL)
1837 { 1600 {
1843 else 1606 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1845 return 0; 1608 return 0;
1846 } 1609 }
1847 } 1610 }
1611
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1614 return 0;
1852 } 1615
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1617 {
1855 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.");
1856 return 0; 1619 return 0;
1857 } 1620 }
1863 return 0; 1626 return 0;
1864 } 1627 }
1865 1628
1866 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1631 if (!arrow)
1869 { 1632 {
1870 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);
1871 return 0; 1634 return 0;
1872 } 1635 }
1636
1873 arrow->set_owner (op); 1637 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1639 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1640
1880 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1881 { 1642 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1644 op->update_stats ();
1884 } 1645 }
1885 1646
1886 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1898 1659
1899 /* update the speed */ 1660 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 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;
1902 1663
1903 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1907 1666
1908 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1909 { 1668 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1920 } 1679 }
1921 1680
1922 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1923 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1924 1683
1925 if (bow->slaying != NULL) 1684 if (bow->slaying)
1926 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1927 1686
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1689
1932 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);
1933 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1934 1692
1935 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1694 move_arrow (arrow);
1937 1695
1938 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1964 } 1722 }
1965 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)
1966 { 1724 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1726 wcmod = -1;
1727
1969 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);
1970 } 1729 }
1971 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1972 { 1731 {
1973 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);
2043 1802
2044 if (item->arch) 1803 if (item->arch)
2045 { 1804 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2048 item->speed = 0; 1807 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1808 }
1809
2051 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1812 }
2054 } 1813 }
2055 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1815 drain_rod_charge (item);
2058 }
2059 } 1816 }
2060} 1817}
2061 1818
2062/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2063 */ 1820 */
2206 * 0 otherwise 1963 * 0 otherwise
2207 */ 1964 */
2208static int 1965static int
2209player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2210{ 1967{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2215 */ 1971 */
2216 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2254 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2258 */ 2014 */
2259
2260void 2015void
2261move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2262{ 2017{
2263 object *tmp, *mon; 2018 object *tmp, *mon;
2264 sint16 nx, ny; 2019 sint16 nx, ny;
2266 maptile *m; 2021 maptile *m;
2267 2022
2268 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2270 2025
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2272 2027
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2281 */ 2036 */
2282 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))
2283 { 2038 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2040 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2287 if (!m) 2042 if (!m)
2288 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2289 } 2044 }
2290 else 2045 else
2291 m = op->map; 2046 m = op->map;
2292 2047
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 2049 return;
2297 }
2298 2050
2299 mon = NULL; 2051 mon = 0;
2300 /* 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
2301 * 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.
2302 * 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
2303 * on the space 2055 * on the space
2304 */ 2056 */
2305 while (tmp != NULL) 2057 while (tmp)
2306 { 2058 {
2307 if (tmp == op) 2059 if (tmp == op)
2308 { 2060 {
2309 tmp = tmp->above; 2061 tmp = tmp->above;
2310 continue; 2062 continue;
2320 mon = tmp; 2072 mon = tmp;
2321 2073
2322 tmp = tmp->above; 2074 tmp = tmp->above;
2323 } 2075 }
2324 2076
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2078 return; /* into a wall */
2327 2079
2328 if (mon->head != NULL) 2080 if (mon->head)
2329 mon = mon->head; 2081 mon = mon->head;
2330 2082
2331 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))
2332 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2333 return; 2085 return;
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2108 {
2357 /* 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 */
2358 if (op->contr->braced) 2110 if (op->contr->braced)
2359 return; 2111 return;
2112
2360 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);
2361 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2116 make_visible (op);
2117
2364 return; 2118 return;
2365 } 2119 }
2366 2120
2367 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2370 * attack them either. 2124 * attack them either.
2371 */ 2125 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (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)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2129 (op->contr->peaceful
2376 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2377 && mon->contr-> 2131 && mon->contr->
2378 peaceful)) && 2132 peaceful)) &&
2379#else 2133#else
2380 op->contr->peaceful && 2134 op->contr->peaceful &&
2381#endif 2135#endif
2382 !on_battleground)) 2136 !on_battleground))
2383 { 2137 {
2384 if (!op->contr->braced) 2138 if (!op->contr->braced)
2385 { 2139 {
2386 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);
2387 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2388 } 2142 }
2389 else 2143 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2145
2393 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2147 make_visible (op);
2395 } 2148 }
2396 2149
2397 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2408 * 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
2409 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2410 * 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
2411 * 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.
2412 */ 2165 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((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)))
2416 { 2168 {
2417 2169
2418 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2178
2427 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 */
2428 } 2180 }
2429 2181
2430 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2431 2183
2432 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2187 * the wiz.
2437 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))
2438 { 2190 {
2439 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2440 2192
2441 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2444 } 2196 }
2197
2445 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2446 make_visible (op); 2199 make_visible (op);
2447 } 2200 }
2448 } /* if player should attack something */ 2201 } /* if player should attack something */
2449} 2202}
2451int 2204int
2452move_player (object *op, int dir) 2205move_player (object *op, int dir)
2453{ 2206{
2454 int pick; 2207 int pick;
2455 2208
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2210 return 0;
2458 2211
2459 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2461 { 2214 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2216 return 0;
2464 } 2217 }
2465 2218
2466 /* peterm: added following line */ 2219 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2469 2222
2470 op->facing = dir; 2223 op->facing = dir;
2471 2224
2484 2237
2485 /* 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
2486 * server can handle repeat firing. 2239 * server can handle repeat firing.
2487 */ 2240 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2242 op->direction = dir;
2491 }
2492 else 2243 else
2493 {
2494 op->direction = 0; 2244 op->direction = 0;
2495 } 2245
2496 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2248 * for players.
2499 */ 2249 */
2500 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2552 2302
2553 /* 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
2554 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2305 * called, so we recheck it here.
2556 */ 2306 */
2557 op->contr->socket->handle_command (); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2558 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2559 return 0; 2311 {
2560
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2313 {
2563 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--; 2315 op->speed_left--;
2565 2316
2566 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2567 * 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
2568 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2569 */ 2320 */
2570 move_player (op, op->direction); 2321 move_player (op, op->direction);
2571 if (op->speed_left > 0) 2322
2572 return 1; 2323 return op->speed_left > 0;
2573 else 2324 }
2574 return 0;
2575 } 2325 }
2576 2326
2577 return 0; 2327 return 0;
2578} 2328}
2579 2329
2599 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2600 2350
2601 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2602 op->stats.food = 999; 2352 op->stats.food = 999;
2603 2353
2604 fix_player (op); 2354 op->update_stats ();
2605 return 1; 2355 return 1;
2606 } 2356 }
2607 2357
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621{ 2371{
2622 object *next; 2372 object *next;
2623 2373
2624 while (op) 2374 while (op)
2625 { 2375 {
2626 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' */
2627 * we remove object 'op' 2377
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2379 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2637 } 2384 }
2638 else if (op->inv) 2385 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2640 2387
2641 op = next; 2388 op = next;
2642 } 2389 }
2643} 2390}
2644
2645 2391
2646/* 2392/*
2647 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2430 strcat (buf2, buf);
2685 2431
2686 return buf2; 2432 return buf2;
2687} 2433}
2688
2689
2690 2434
2691void 2435void
2692do_some_living (object *op) 2436do_some_living (object *op)
2693{ 2437{
2694 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2703 const int max_grace = 1; 2447 const int max_grace = 1;
2704 2448
2705 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2706 { 2450 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 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)
2709 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2710 } 2454 }
2711 2455
2712 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2713 { 2457 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2462 else
2720 { 2463 {
2721 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2466 }
2467
2724 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2470 else
2727 { 2471 {
2728 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2474 }
2475
2731 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2478 else
2734 { 2479 {
2735 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2751 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2752 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))
2753 op->stats.food = last_food; 2498 op->stats.food = last_food;
2754 } 2499 }
2755 } 2500 }
2501
2756 if (max_sp > 1) 2502 if (max_sp > 1)
2757 { 2503 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2505 if (over_sp > 0)
2760 { 2506 {
2761 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2762 { 2508 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2764 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))
2765 op->stats.sp--; 2512 op->stats.sp--;
2513
2766 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2768 } 2516 }
2769 op->last_sp = 0; 2517 op->last_sp = 0;
2770 } 2518 }
2771 else 2519 else
2772 {
2773 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);
2774 }
2775 } 2521 }
2776 else 2522 else
2777 {
2778 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);
2779 }
2780 } 2524 }
2781 2525
2782 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2783 /* 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. */
2784 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2785 { 2529 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2788 if (max_grace > 1) 2533 if (max_grace > 1)
2789 { 2534 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2536 if (over_grace > 0)
2792 { 2537 {
2820 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2821 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))
2822 op->stats.food = last_food; 2567 op->stats.food = last_food;
2823 } 2568 }
2824 } 2569 }
2570
2825 if (max_hp > 1) 2571 if (max_hp > 1)
2826 { 2572 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2574 if (over_hp > 0)
2829 { 2575 {
2853 2599
2854 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2855 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);
2856 else 2602 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2858 /* dms do not consume food */ 2605 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2607 op->stats.food--;
2861 } 2608 }
2862 }
2863 2609
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2611 {
2866 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2867 2613
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2615 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2874 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.");
2875 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2623 break;
2878 } 2624 }
2879 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2880 flesh = tmp; 2626 flesh = tmp;
2881 } /* End if paid for object */ 2627 } /* End if paid for object */
2882 } /* end of for loop */ 2628 } /* end of for loop */
2629
2883 /* 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
2884 * eat flesh instead. 2631 * eat flesh instead.
2885 */ 2632 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2634 {
2888 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.");
2889 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2890 } 2637 }
2891 } /* end if player is starving */ 2638 }
2892 2639
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2895 2642
2896 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))
2897 kill_player (op); 2644 kill_player (op);
2645 }
2898} 2646}
2899
2900
2901 2647
2902/* 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.
2903 * 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
2904 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2651 * file.
2935 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!");
2936 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...");
2937 2683
2938 /* restore player */ 2684 /* restore player */
2939 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2687 {
2943 tmp->destroy (); 2688 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2690 }
2946 2691
2947 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2694 {
2951 tmp->destroy (); 2695 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2697 }
2954 2698
2956 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2702 op->stats.food = 999;
2959 2703
2960 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2706 {
2964 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2708 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2967 " 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",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2712 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2972 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2716 }
2975 2717
2976 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2720 op->contr->braced = 0;
2983 2725
2984 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2985 2727
2986 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2987 { 2729 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2997 } 2732 }
2998 else 2733 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3008 } 2735
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2737
3011 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3012 x = op->x; 2739 x = op->x;
3013 y = op->y; 2740 y = op->y;
3014 map = op->map; 2741 map = op->map;
3015 2742
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * 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.
3021 * 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.
3022 */ 2746 */
3023 2747
3024 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2750 * of death.
3027 */ 2751 */
3028#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3030 { 2754 {
3031 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3032 /* 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
3033 more if they do. */ 2757 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2760 little bit harder. */
3037 /* GD */ 2761 /* GD */
3038 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2763 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2764 else
3044 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3045 num_stats_lose = 1; 2768 num_stats_lose = 1;
3046 } 2769
3047 lost_a_stat = 0; 2770 lost_a_stat = 0;
3048 2771
3049 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3050 { 2773 {
3051 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3052 2775
3053 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3054 { 2777 {
3055 /* 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
3056 * what he lost. 2779 * what he lost.
3057 */ 2780 */
3058 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 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);
3064 } 2799 }
3065 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3066 { 2802 {
3067 /* deplete a stat */ 2803 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3069 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3070 2806 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2807 {
3074 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3076 } 2810
3077 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 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)
3084 { 2817 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2818 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2820 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2821 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2822 else
3119 if (this_stat >= -50)
3120 { 2823 {
3121 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 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"); */
3126 } 2829 }
3127 } 2830 }
3128 } 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 }
3129 } 2850 }
2851 }
2852 }
3130 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2854 if (!lost_a_stat)
3132 { 2855 {
3133 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3136 2859
3137 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3138 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);
3139 else 2862 else
3140 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.");
3141 } 2864 }
3142#else 2865#else
3143 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.");
3144#endif 2867#endif
3145 2868
3146 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2870 * exp loss on the stone.
3148 */ 2871 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2874 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3154 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);
3155 tmp->msg = buf; 2878 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2881
3159 /**************************************/ 2882 /**************************************/
3160 /* */ 2883 /* */
3161 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3164 /* */ 2887 /* */
3165 /**************************************/ 2888 /**************************************/
3166 2889
3167 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2891 /* restore player */
3169 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3171 2894
3172 if (tmp) 2895 if (tmp)
3173 { 2896 {
3174 tmp->destroy (); 2897 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2899 }
3177 2900
3178 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2903 if (tmp)
3181 { 2904 {
3182 tmp->destroy (); 2905 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2907 }
3185 2908
3186 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3187 2910
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3191 op->stats.food = 900; 2914 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2918
3196 /* 2919 /*
3197 * 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
3198 * 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
3199 * in the map. 2922 * in the map.
3200 */ 2923 */
3201 2924
3202 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3204 2927
3205 /****************************************/ 2928 /****************************************/
3206 /* */ 2929 /* */
3207 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3209 /* */ 2932 /* */
3210 /****************************************/ 2933 /****************************************/
3211 2934
3212 enter_player_savebed (op); 2935 enter_player_savebed (op);
3213 2936
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2937 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2938
3220 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2942 * on the space that might harm the player.
3224 */ 2943 */
3225 will_kill_again = 0; 2944 will_kill_again = 0;
3226 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)
3227 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3229 2948
3230 if (will_kill_again) 2949 if (will_kill_again)
3231 { 2950 {
3232 object *force; 2951 object *force;
3233 int at; 2952 int at;
3234 2953
3235 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2956 force->speed = 0.1;
3238 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3239 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2961 force->resist[at] = 100;
3243 2962
3244 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3245 fix_player (op); 2964 op->update_stats ();
3246 2965
3247 } 2966 }
3248 2967
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2969}
3318
3319 2970
3320void 2971void
3321loot_object (object *op) 2972loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3324 2975
3325 if (op->container) 2976 if (op->container)
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3328 }
3329 2978
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3331 { 2980 {
3332 next = tmp->below; 2981 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3334 continue; 2984 continue;
2985
3335 tmp->remove (); 2986 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3337 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 2989 { /* empty container to ground */
3339 loot_object (tmp); 2990 loot_object (tmp);
3361 */ 3012 */
3362 3013
3363void 3014void
3364fix_weight (void) 3015fix_weight (void)
3365{ 3016{
3366 player *pl; 3017 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 3018 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 3020
3372 if (old == sum) 3021 if (old == sum)
3373 continue; 3022 continue;
3374 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3375 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);
3376 } 3025 }
3377} 3026}
3378 3027
3379void 3028void
3380fix_luck (void) 3029fix_luck (void)
3381{ 3030{
3382 player *pl; 3031 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3387} 3034}
3388
3389 3035
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3393 */ 3039 */
3394
3395void 3040void
3396cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3397{ 3042{
3398 object *skop, *spob; 3043 object *skop, *spob;
3399 3044
3444 object *tmp = NULL; 3089 object *tmp = NULL;
3445 3090
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3092 return 1;
3448 3093
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3094 return 0;
3455} 3095}
3456 3096
3457/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3514 3154
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3156
3517 /* 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! */
3518 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3521 { 3160 {
3522 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!");
3523 make_visible (op); 3162 make_visible (op);
3524 return; 3163 return;
3525 } 3164 }
3526 else 3165 else
3527 num += 20; 3166 num += 20;
3528 } 3167
3529 num += op->map->difficulty; 3168 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3170 num -= hide;
3171
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3173 {
3534 make_visible (op); 3174 make_visible (op);
3535 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3536 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!");
3537 } 3177 }
3538 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3539 {
3540 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);
3541 }
3542} 3180}
3543 3181
3544/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3545 3183
3546int 3184int
3573 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3574 continue; 3212 continue;
3575 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)))
3576 continue; 3214 continue;
3577 3215
3578 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)
3579 { 3217 {
3580 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))
3581 return 1; 3219 return 1;
3582 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3583 { 3221 {
3613 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3614 { 3252 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3254 return -1;
3617 } 3255 }
3256
3618 if (!pl || !op) 3257 if (!pl || !op)
3619 return 0; 3258 return 0;
3620 3259
3621 if (op->head)
3622 {
3623 op = op->head; 3260 op = op->head_ ();
3624 } 3261
3625 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3626 3263
3627 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3265 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3637 3274
3638 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3639 * 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
3640 * for any meaningful values. 3277 * for any meaningful values.
3641 */ 3278 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !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)])
3645 return 1; 3282 return 1;
3646 op = op->more; 3283 op = op->more;
3647 } 3284 }
3648 return 0; 3285 return 0;
3649} 3286}
3759 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3760 return; 3397 return;
3761 3398
3762 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++);
3763 3400
3764 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3765 { 3402 {
3766 /* 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]); */
3767 return; 3404 return;
3768 } 3405 }
3769 3406
3835 { 3472 {
3836 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3474 object *skin;
3838 3475
3839 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 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
3841 if (skin == NULL) 3481 if (!skin)
3842 return; 3482 return;
3843 3483
3844 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3486 {

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