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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 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, 0);
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.
364 413
365object * 414object *
366get_nearest_player (object *mon) 415get_nearest_player (object *mon)
367{ 416{
368 object *op = NULL; 417 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 418 objectlink *ol;
371 unsigned lastdist; 419 unsigned lastdist;
372 rv_vector rv; 420 rv_vector rv;
373 421
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
406 { 454 {
407 op = ol->ob; 455 op = ol->ob;
408 lastdist = rv.distance; 456 lastdist = rv.distance;
409 } 457 }
410 } 458 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 459
412 { 460 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
417 { 463 {
418 op = pl->ob; 464 op = pl->ob;
419 lastdist = rv.distance; 465 lastdist = rv.distance;
420 } 466 }
421 } 467
422 }
423#if 0 468#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 470#endif
426 return op; 471 return op;
427} 472}
445 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 492 * is probably not a good thing.
448 */ 493 */
449#define MAX_SPACES 50 494#define MAX_SPACES 50
450
451 495
452/* 496/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
695 link_player_skills (pl); 739 link_player_skills (pl);
696} 740}
697 741
698void 742void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
783{ 744{
784 if (party == NULL) 745 if (party == NULL)
785 { 746 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 748 return;
788 } 749 }
750
789 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 755}
794
795 756
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 758static int
798roll_stat (void) 759roll_stat (void)
799{ 760{
800 int a[4], i, j, k; 761 int a[4], i, j, k;
801 762
802 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 767 if (a[i] < k)
807 k = a[i], j = i; 768 k = a[i], j = i;
808 769
809 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 771 if (i != j)
812 k += a[i]; 772 k += a[i];
813 } 773
814 return k; 774 return k;
815} 775}
816 776
817void 777void
818roll_stats (object *op) 778object::roll_stats ()
819{ 779{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 780 int statsort [7];
823 781
824 do 782 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 783 {
835 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
836 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
837 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 794
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
870 802
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 803 stats.exp = 0;
882 op->stats.ac = 0; 804 stats.ac = 0;
883 805
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
892 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
893} 818}
894 819
895void 820void
896Roll_Again (object *op) 821object::swap_stats (int a, int b)
897{ 822{
898 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 826
903void 827 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
905{ 859{
906 signed char tmp;
907 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
908 861
909 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 866}
1024 867
1025/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1029 * not the class. 872 * not the class.
1030 */ 873 */
1031
1032int 874int
1033key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1034{ 876{
1035 int tmp_loop; 877 int tmp_loop;
1036 878
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1044 { 880 {
1045 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1046 882
1047 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1053 889
1054 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1056 892
1057 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1058 894
1059 if (op->msg) 895 if (op->msg)
1060 op->msg = NULL; 896 op->msg = NULL;
1061 897
1062 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1071 start_info (op); 907 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 910 link_player_skills (op);
1075 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1076 fix_player (op); 912 op->update_stats ();
1077 913
1078 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1079 * is one for this race 915 * is one for this race
1080 */ 916 */
1081 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1082 { 918 {
1083 object *tmp; 919 object *tmp;
1084 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1085 921
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 923 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1093 * default initial map */ 929 * default initial map */
1094 tmp->destroy (); 930 tmp->destroy ();
1095 } 931 }
1096 else 932 else
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{
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 <#>
1874 return 0; 1634 return 0;
1875 } 1635 }
1876 1636
1877 arrow->set_owner (op); 1637 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1639 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1640
1884 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1885 { 1642 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1644 op->update_stats ();
1888 } 1645 }
1889 1646
1890 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1902 1659
1903 /* update the speed */ 1660 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 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;
1906 1663
1907 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1911 1666
1912 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1913 { 1668 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1928 1683
1929 if (bow->slaying) 1684 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1931 1686
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1689
1936 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);
1937 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1938 1692
1939 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1694 move_arrow (arrow);
1941 1695
1942 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1968 } 1722 }
1969 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)
1970 { 1724 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1726 wcmod = -1;
1727
1973 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);
1974 } 1729 }
1975 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1976 { 1731 {
1977 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);
2047 1802
2048 if (item->arch) 1803 if (item->arch)
2049 { 1804 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2052 item->speed = 0; 1807 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1808 }
1809
2055 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1812 }
2058 } 1813 }
2059 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1815 drain_rod_charge (item);
2062 }
2063 } 1816 }
2064} 1817}
2065 1818
2066/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2067 */ 1820 */
2283 */ 2036 */
2284 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))
2285 { 2038 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2040 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2289 if (!m) 2042 if (!m)
2290 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2291 } 2044 }
2292 else 2045 else
2293 m = op->map; 2046 m = op->map;
2294 2047
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 2049 return;
2299 }
2300 2050
2301 mon = 0; 2051 mon = 0;
2302 /* 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
2303 * 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.
2304 * 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
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2108 {
2359 /* 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 */
2360 if (op->contr->braced) 2110 if (op->contr->braced)
2361 return; 2111 return;
2112
2362 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);
2363 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2116 make_visible (op);
2117
2366 return; 2118 return;
2367 } 2119 }
2368 2120
2369 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2384 !on_battleground)) 2136 !on_battleground))
2385 { 2137 {
2386 if (!op->contr->braced) 2138 if (!op->contr->braced)
2387 { 2139 {
2388 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);
2389 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2390 } 2142 }
2391 else 2143 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2393 2145
2394 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2409 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2165 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2168 {
2418 2169
2419 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2453int 2204int
2454move_player (object *op, int dir) 2205move_player (object *op, int dir)
2455{ 2206{
2456 int pick; 2207 int pick;
2457 2208
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2210 return 0;
2460 2211
2461 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2463 { 2214 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2216 return 0;
2466 } 2217 }
2467 2218
2468 /* peterm: added following line */ 2219 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471 2222
2472 op->facing = dir; 2223 op->facing = dir;
2473 2224
2551 2302
2552 /* 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
2553 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2305 * called, so we recheck it here.
2555 */ 2306 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2307 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2308 return 1;
2558 ;
2559 2309
2560 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2561 return 0; 2311 {
2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2313 {
2565 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2315 op->speed_left--;
2567 2316
2568 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2569 * 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
2570 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2571 */ 2320 */
2572 move_player (op, op->direction); 2321 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2322
2574 return 1; 2323 return op->speed_left > 0;
2575 else 2324 }
2576 return 0;
2577 } 2325 }
2578 2326
2579 return 0; 2327 return 0;
2580} 2328}
2581 2329
2601 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2602 2350
2603 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2604 op->stats.food = 999; 2352 op->stats.food = 999;
2605 2353
2606 fix_player (op); 2354 op->update_stats ();
2607 return 1; 2355 return 1;
2608 } 2356 }
2609 2357
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623{ 2371{
2624 object *next; 2372 object *next;
2625 2373
2626 while (op) 2374 while (op)
2627 { 2375 {
2628 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' */
2629 * we remove object 'op' 2377
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2379 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2639 } 2384 }
2640 else if (op->inv) 2385 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2642 2387
2643 op = next; 2388 op = next;
2644 } 2389 }
2645} 2390}
2646
2647 2391
2648/* 2392/*
2649 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2430 strcat (buf2, buf);
2687 2431
2688 return buf2; 2432 return buf2;
2689} 2433}
2690
2691
2692 2434
2693void 2435void
2694do_some_living (object *op) 2436do_some_living (object *op)
2695{ 2437{
2696 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2705 const int max_grace = 1; 2447 const int max_grace = 1;
2706 2448
2707 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2708 { 2450 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 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)
2711 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2454 }
2713 2455
2714 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2715 { 2457 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2462 else
2722 { 2463 {
2723 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2466 }
2467
2726 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2470 else
2729 { 2471 {
2730 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2474 }
2475
2733 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2478 else
2736 { 2479 {
2737 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2753 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2754 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))
2755 op->stats.food = last_food; 2498 op->stats.food = last_food;
2756 } 2499 }
2757 } 2500 }
2501
2758 if (max_sp > 1) 2502 if (max_sp > 1)
2759 { 2503 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2505 if (over_sp > 0)
2762 { 2506 {
2763 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2764 { 2508 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2766 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))
2767 op->stats.sp--; 2512 op->stats.sp--;
2513
2768 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2770 } 2516 }
2771 op->last_sp = 0; 2517 op->last_sp = 0;
2772 } 2518 }
2773 else 2519 else
2774 {
2775 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);
2776 }
2777 } 2521 }
2778 else 2522 else
2779 {
2780 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);
2781 }
2782 } 2524 }
2783 2525
2784 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2785 /* 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. */
2786 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2787 { 2529 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2790 if (max_grace > 1) 2533 if (max_grace > 1)
2791 { 2534 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2536 if (over_grace > 0)
2794 { 2537 {
2822 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2823 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))
2824 op->stats.food = last_food; 2567 op->stats.food = last_food;
2825 } 2568 }
2826 } 2569 }
2570
2827 if (max_hp > 1) 2571 if (max_hp > 1)
2828 { 2572 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2574 if (over_hp > 0)
2831 { 2575 {
2855 2599
2856 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2857 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);
2858 else 2602 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2860 /* dms do not consume food */ 2605 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2607 op->stats.food--;
2863 } 2608 }
2864 }
2865 2609
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2611 {
2868 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2869 2613
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2615 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2876 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.");
2877 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2623 break;
2880 } 2624 }
2881 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2882 flesh = tmp; 2626 flesh = tmp;
2883 } /* End if paid for object */ 2627 } /* End if paid for object */
2884 } /* end of for loop */ 2628 } /* end of for loop */
2629
2885 /* 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
2886 * eat flesh instead. 2631 * eat flesh instead.
2887 */ 2632 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2634 {
2890 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.");
2891 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2892 } 2637 }
2893 } /* end if player is starving */ 2638 }
2894 2639
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2897 2642
2898 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))
2899 kill_player (op); 2644 kill_player (op);
2645 }
2900} 2646}
2901
2902
2903 2647
2904/* 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.
2905 * 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
2906 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2651 * file.
2937 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!");
2938 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...");
2939 2683
2940 /* restore player */ 2684 /* restore player */
2941 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2687 {
2945 tmp->destroy (); 2688 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2690 }
2948 2691
2949 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2694 {
2953 tmp->destroy (); 2695 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2697 }
2956 2698
2958 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2702 op->stats.food = 999;
2961 2703
2962 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2706 {
2966 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2708 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2969 " 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",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2712 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2974 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2716 }
2977 2717
2978 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2720 op->contr->braced = 0;
2985 2725
2986 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2987 2727
2988 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2989 { 2729 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2999 } 2732 }
3000 else 2733 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3010 } 2735
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2737
3013 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3014 x = op->x; 2739 x = op->x;
3015 y = op->y; 2740 y = op->y;
3016 map = op->map; 2741 map = op->map;
3017 2742
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * 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.
3023 * 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.
3024 */ 2746 */
3025 2747
3026 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2750 * of death.
3029 */ 2751 */
3030#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3032 { 2754 {
3033 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3034 /* 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
3035 more if they do. */ 2757 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2760 little bit harder. */
3039 /* GD */ 2761 /* GD */
3040 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2763 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2764 else
3046 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3047 num_stats_lose = 1; 2768 num_stats_lose = 1;
3048 } 2769
3049 lost_a_stat = 0; 2770 lost_a_stat = 0;
3050 2771
3051 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3052 { 2773 {
3053 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3054 2775
3055 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3056 { 2777 {
3057 /* 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
3058 * what he lost. 2779 * what he lost.
3059 */ 2780 */
3060 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 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);
3066 } 2799 }
3067 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3068 { 2802 {
3069 /* deplete a stat */ 2803 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3071 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3072 2806 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2807 {
3076 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3078 } 2810
3079 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 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)
3086 { 2817 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2818 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2820 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2821 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2822 else
3121 if (this_stat >= -50)
3122 { 2823 {
3123 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 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"); */
3128 } 2829 }
3129 } 2830 }
3130 } 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 }
3131 } 2850 }
2851 }
2852 }
3132 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2854 if (!lost_a_stat)
3134 { 2855 {
3135 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3138 2859
3139 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3140 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);
3141 else 2862 else
3142 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.");
3143 } 2864 }
3144#else 2865#else
3145 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.");
3146#endif 2867#endif
3147 2868
3148 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2870 * exp loss on the stone.
3150 */ 2871 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2874 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3156 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);
3157 tmp->msg = buf; 2878 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2881
3161 /**************************************/ 2882 /**************************************/
3162 /* */ 2883 /* */
3163 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3166 /* */ 2887 /* */
3167 /**************************************/ 2888 /**************************************/
3168 2889
3169 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2891 /* restore player */
3171 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3173 2894
3174 if (tmp) 2895 if (tmp)
3175 { 2896 {
3176 tmp->destroy (); 2897 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2899 }
3179 2900
3180 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2903 if (tmp)
3183 { 2904 {
3184 tmp->destroy (); 2905 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2907 }
3187 2908
3188 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3189 2910
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3193 op->stats.food = 900; 2914 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2918
3198 /* 2919 /*
3199 * 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
3200 * 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
3201 * in the map. 2922 * in the map.
3202 */ 2923 */
3203 2924
3204 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3206 2927
3207 /****************************************/ 2928 /****************************************/
3208 /* */ 2929 /* */
3209 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3211 /* */ 2932 /* */
3212 /****************************************/ 2933 /****************************************/
3213 2934
3214 enter_player_savebed (op); 2935 enter_player_savebed (op);
3215 2936
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2937 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2938
3222 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2942 * on the space that might harm the player.
3226 */ 2943 */
3227 will_kill_again = 0; 2944 will_kill_again = 0;
3228 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)
3229 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3231 2948
3232 if (will_kill_again) 2949 if (will_kill_again)
3233 { 2950 {
3234 object *force; 2951 object *force;
3235 int at; 2952 int at;
3236 2953
3237 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2956 force->speed = 0.1;
3240 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2961 force->resist[at] = 100;
3245 2962
3246 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3247 fix_player (op); 2964 op->update_stats ();
3248 2965
3249 } 2966 }
3250 2967
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2969}
3320
3321 2970
3322void 2971void
3323loot_object (object *op) 2972loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3326 2975
3327 if (op->container) 2976 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3330 }
3331 2978
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3333 { 2980 {
3334 next = tmp->below; 2981 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3336 continue; 2984 continue;
2985
3337 tmp->remove (); 2986 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2989 { /* empty container to ground */
3341 loot_object (tmp); 2990 loot_object (tmp);
3363 */ 3012 */
3364 3013
3365void 3014void
3366fix_weight (void) 3015fix_weight (void)
3367{ 3016{
3368 player *pl; 3017 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 3018 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 3020
3374 if (old == sum) 3021 if (old == sum)
3375 continue; 3022 continue;
3376 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3377 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);
3378 } 3025 }
3379} 3026}
3380 3027
3381void 3028void
3382fix_luck (void) 3029fix_luck (void)
3383{ 3030{
3384 player *pl; 3031 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3389} 3034}
3390
3391 3035
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3395 */ 3039 */
3396
3397void 3040void
3398cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3399{ 3042{
3400 object *skop, *spob; 3043 object *skop, *spob;
3401 3044
3446 object *tmp = NULL; 3089 object *tmp = NULL;
3447 3090
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3092 return 1;
3450 3093
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3094 return 0;
3457} 3095}
3458 3096
3459/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3516 3154
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3156
3519 /* 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! */
3520 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3523 { 3160 {
3524 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!");
3525 make_visible (op); 3162 make_visible (op);
3526 return; 3163 return;
3527 } 3164 }
3528 else 3165 else
3529 num += 20; 3166 num += 20;
3530 } 3167
3531 num += op->map->difficulty; 3168 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3170 num -= hide;
3171
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3173 {
3536 make_visible (op); 3174 make_visible (op);
3537 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3538 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!");
3539 } 3177 }
3540 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3541 {
3542 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);
3543 }
3544} 3180}
3545 3181
3546/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3547 3183
3548int 3184int
3615 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3616 { 3252 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3254 return -1;
3619 } 3255 }
3256
3620 if (!pl || !op) 3257 if (!pl || !op)
3621 return 0; 3258 return 0;
3622 3259
3623 if (op->head)
3624 {
3625 op = op->head; 3260 op = op->head_ ();
3626 } 3261
3627 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3628 3263
3629 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3265 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3639 3274
3640 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3641 * 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
3642 * for any meaningful values. 3277 * for any meaningful values.
3643 */ 3278 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !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)])
3647 return 1; 3282 return 1;
3648 op = op->more; 3283 op = op->more;
3649 } 3284 }
3650 return 0; 3285 return 0;
3651} 3286}
3761 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3762 return; 3397 return;
3763 3398
3764 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++);
3765 3400
3766 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3767 { 3402 {
3768 /* 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]); */
3769 return; 3404 return;
3770 } 3405 }
3771 3406
3837 { 3472 {
3838 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3474 object *skin;
3840 3475
3841 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 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
3843 if (skin == NULL) 3481 if (!skin)
3844 return; 3482 return;
3845 3483
3846 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3486 {

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