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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 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
333 get_name (p->ob);
334
335 return 0; 383 return pl;
336} 384}
337 385
338/* 386/*
339 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
365 413
366object * 414object *
367get_nearest_player (object *mon) 415get_nearest_player (object *mon)
368{ 416{
369 object *op = NULL; 417 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 418 objectlink *ol;
372 unsigned lastdist; 419 unsigned lastdist;
373 rv_vector rv; 420 rv_vector rv;
374 421
375 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)
407 { 454 {
408 op = ol->ob; 455 op = ol->ob;
409 lastdist = rv.distance; 456 lastdist = rv.distance;
410 } 457 }
411 } 458 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 459
413 { 460 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
418 { 463 {
419 op = pl->ob; 464 op = pl->ob;
420 lastdist = rv.distance; 465 lastdist = rv.distance;
421 } 466 }
422 } 467
423 }
424#if 0 468#if 0
425 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)");
426#endif 470#endif
427 return op; 471 return op;
428} 472}
446 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 492 * is probably not a good thing.
449 */ 493 */
450#define MAX_SPACES 50 494#define MAX_SPACES 50
451
452 495
453/* 496/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
696 link_player_skills (pl); 739 link_player_skills (pl);
697} 740}
698 741
699void 742void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
785{ 744{
786 if (party == NULL) 745 if (party == NULL)
787 { 746 {
788 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);
789 return; 748 return;
790 } 749 }
750
791 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
794 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:");
795} 755}
796
797 756
798/* 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. */
799int 758static int
800roll_stat (void) 759roll_stat (void)
801{ 760{
802 int a[4], i, j, k; 761 int a[4], i, j, k;
803 762
804 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 767 if (a[i] < k)
809 k = a[i], j = i; 768 k = a[i], j = i;
810 769
811 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 771 if (i != j)
814 k += a[i]; 772 k += a[i];
815 } 773
816 return k; 774 return k;
817} 775}
818 776
819void 777void
820roll_stats (object *op) 778object::roll_stats ()
821{ 779{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 780 int statsort [7];
825 781
826 do 782 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 783 {
837 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
838 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
839 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 794
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
872 802
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 803 stats.exp = 0;
884 op->stats.ac = 0; 804 stats.ac = 0;
885 805
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
895} 818}
896 819
897void 820void
898Roll_Again (object *op) 821object::swap_stats (int a, int b)
899{ 822{
900 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 826
905void 827 stats.Str = contr->orig_stats.Str;
906Swap_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)
907{ 859{
908 signed char tmp;
909 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
910 861
911 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 866}
1026 867
1027/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1031 * not the class. 872 * not the class.
1032 */ 873 */
1033
1034int 874int
1035key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1036{ 876{
1037 int tmp_loop; 877 int tmp_loop;
1038 878
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1046 { 880 {
1047 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1048 882
1049 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1055 889
1056 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1058 892
1059 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1060 894
1061 if (op->msg) 895 if (op->msg)
1062 op->msg = NULL; 896 op->msg = NULL;
1063 897
1064 /* 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
1073 start_info (op); 907 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 910 link_player_skills (op);
1077 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1078 fix_player (op); 912 op->update_stats ();
1079 913
1080 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1081 * is one for this race 915 * is one for this race
1082 */ 916 */
1083 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1084 { 918 {
1085 object *tmp; 919 object *tmp;
1086 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1087 921
1088 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);
1089 tmp = object::create (); 923 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1093 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;
1094 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1095 * default initial map */ 929 * default initial map */
1096 tmp->destroy (); 930 tmp->destroy ();
1097 } 931 }
1098 else 932 else
1109 while (!tmp_loop) 943 while (!tmp_loop)
1110 { 944 {
1111 shstr name = op->name; 945 shstr name = op->name;
1112 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1113 947
1114 remove_statbonus (op); 948 op->remove_statbonus ();
1115 op->remove (); 949 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1118 op->instantiate (); 952 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1121 op->x = x; 955 op->x = x;
1122 op->y = y; 956 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 960 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1128 } 962 }
1129 963
1130 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 966 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 969 op->stats.grace = 0;
1136 970
1137 if (op->msg) 971 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 973
1140 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");
1141 return 0; 975 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 976}
1192 977
1193void 978void
1194flee_player (object *op) 979flee_player (object *op)
1195{ 980{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1119 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1124 }
1125
1368 /* philosophy: 1126 /* philosophy:
1369 * 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
1370 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1372 * 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
1373 * example. 1131 * example.
1374 * 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
1375 * 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
1376 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1876 return 0; 1634 return 0;
1877 } 1635 }
1878 1636
1879 arrow->set_owner (op); 1637 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1639 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1640
1886 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1887 { 1642 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1644 op->update_stats ();
1890 } 1645 }
1891 1646
1892 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1904 1659
1905 /* update the speed */ 1660 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1663
1909 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1913 1666
1914 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1915 { 1668 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1930 1683
1931 if (bow->slaying) 1684 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1933 1686
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1689
1938 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);
1939 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1940 1692
1941 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1694 move_arrow (arrow);
1943 1695
1944 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1970 } 1722 }
1971 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)
1972 { 1724 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1726 wcmod = -1;
1727
1975 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);
1976 } 1729 }
1977 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1978 { 1731 {
1979 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);
2049 1802
2050 if (item->arch) 1803 if (item->arch)
2051 { 1804 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2054 item->speed = 0; 1807 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1808 }
1809
2057 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1812 }
2060 } 1813 }
2061 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1815 drain_rod_charge (item);
2064 }
2065 } 1816 }
2066} 1817}
2067 1818
2068/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2069 */ 1820 */
2285 */ 2036 */
2286 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))
2287 { 2038 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2040 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2291 if (!m) 2042 if (!m)
2292 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2293 } 2044 }
2294 else 2045 else
2295 m = op->map; 2046 m = op->map;
2296 2047
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2049 return;
2301 }
2302 2050
2303 mon = 0; 2051 mon = 0;
2304 /* 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
2305 * 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.
2306 * 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
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2108 {
2361 /* 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 */
2362 if (op->contr->braced) 2110 if (op->contr->braced)
2363 return; 2111 return;
2112
2364 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);
2365 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2116 make_visible (op);
2117
2368 return; 2118 return;
2369 } 2119 }
2370 2120
2371 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2136 !on_battleground))
2387 { 2137 {
2388 if (!op->contr->braced) 2138 if (!op->contr->braced)
2389 { 2139 {
2390 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);
2391 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2392 } 2142 }
2393 else 2143 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2395 2145
2396 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2411 * 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
2412 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2165 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2168 {
2420 2169
2421 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2455int 2204int
2456move_player (object *op, int dir) 2205move_player (object *op, int dir)
2457{ 2206{
2458 int pick; 2207 int pick;
2459 2208
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2210 return 0;
2462 2211
2463 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2465 { 2214 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2216 return 0;
2468 } 2217 }
2469 2218
2470 /* peterm: added following line */ 2219 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2222
2474 op->facing = dir; 2223 op->facing = dir;
2475 2224
2553 2302
2554 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2305 * called, so we recheck it here.
2557 */ 2306 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2307 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2308 return 1;
2560 ;
2561 2309
2562 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2563 return 0; 2311 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2313 {
2567 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2315 op->speed_left--;
2569 2316
2570 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2571 * 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
2572 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2573 */ 2320 */
2574 move_player (op, op->direction); 2321 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2322
2576 return 1; 2323 return op->speed_left > 0;
2577 else 2324 }
2578 return 0;
2579 } 2325 }
2580 2326
2581 return 0; 2327 return 0;
2582} 2328}
2583 2329
2603 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2604 2350
2605 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2606 op->stats.food = 999; 2352 op->stats.food = 999;
2607 2353
2608 fix_player (op); 2354 op->update_stats ();
2609 return 1; 2355 return 1;
2610 } 2356 }
2611 2357
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2371{
2626 object *next; 2372 object *next;
2627 2373
2628 while (op) 2374 while (op)
2629 { 2375 {
2630 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' */
2631 * we remove object 'op' 2377
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2379 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2641 } 2384 }
2642 else if (op->inv) 2385 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2644 2387
2645 op = next; 2388 op = next;
2646 } 2389 }
2647} 2390}
2648
2649 2391
2650/* 2392/*
2651 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2430 strcat (buf2, buf);
2689 2431
2690 return buf2; 2432 return buf2;
2691} 2433}
2692
2693
2694 2434
2695void 2435void
2696do_some_living (object *op) 2436do_some_living (object *op)
2697{ 2437{
2698 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2707 const int max_grace = 1; 2447 const int max_grace = 1;
2708 2448
2709 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2710 { 2450 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2454 }
2715 2455
2716 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2717 { 2457 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2462 else
2724 { 2463 {
2725 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2466 }
2467
2728 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2470 else
2731 { 2471 {
2732 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2474 }
2475
2735 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2478 else
2738 { 2479 {
2739 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2756 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))
2757 op->stats.food = last_food; 2498 op->stats.food = last_food;
2758 } 2499 }
2759 } 2500 }
2501
2760 if (max_sp > 1) 2502 if (max_sp > 1)
2761 { 2503 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2505 if (over_sp > 0)
2764 { 2506 {
2765 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2766 { 2508 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2768 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))
2769 op->stats.sp--; 2512 op->stats.sp--;
2513
2770 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2772 } 2516 }
2773 op->last_sp = 0; 2517 op->last_sp = 0;
2774 } 2518 }
2775 else 2519 else
2776 {
2777 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);
2778 }
2779 } 2521 }
2780 else 2522 else
2781 {
2782 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);
2783 }
2784 } 2524 }
2785 2525
2786 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2787 /* 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. */
2788 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2789 { 2529 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2792 if (max_grace > 1) 2533 if (max_grace > 1)
2793 { 2534 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2536 if (over_grace > 0)
2796 { 2537 {
2824 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2825 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))
2826 op->stats.food = last_food; 2567 op->stats.food = last_food;
2827 } 2568 }
2828 } 2569 }
2570
2829 if (max_hp > 1) 2571 if (max_hp > 1)
2830 { 2572 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2574 if (over_hp > 0)
2833 { 2575 {
2857 2599
2858 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2859 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);
2860 else 2602 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2862 /* dms do not consume food */ 2605 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2607 op->stats.food--;
2865 } 2608 }
2866 }
2867 2609
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2611 {
2870 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2871 2613
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2615 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2878 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.");
2879 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2623 break;
2882 } 2624 }
2883 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2884 flesh = tmp; 2626 flesh = tmp;
2885 } /* End if paid for object */ 2627 } /* End if paid for object */
2886 } /* end of for loop */ 2628 } /* end of for loop */
2629
2887 /* 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
2888 * eat flesh instead. 2631 * eat flesh instead.
2889 */ 2632 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2634 {
2892 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.");
2893 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2894 } 2637 }
2895 } /* end if player is starving */ 2638 }
2896 2639
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2899 2642
2900 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))
2901 kill_player (op); 2644 kill_player (op);
2645 }
2902} 2646}
2903
2904
2905 2647
2906/* 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.
2907 * 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
2908 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2651 * file.
2939 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!");
2940 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...");
2941 2683
2942 /* restore player */ 2684 /* restore player */
2943 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2687 {
2947 tmp->destroy (); 2688 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2690 }
2950 2691
2951 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2694 {
2955 tmp->destroy (); 2695 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2697 }
2958 2698
2960 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2702 op->stats.food = 999;
2963 2703
2964 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2706 {
2968 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2708 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2971 " 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",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2712 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2716 }
2979 2717
2980 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2720 op->contr->braced = 0;
2987 2725
2988 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2989 2727
2990 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2991 { 2729 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3001 } 2732 }
3002 else 2733 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3012 } 2735
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2737
3015 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3016 x = op->x; 2739 x = op->x;
3017 y = op->y; 2740 y = op->y;
3018 map = op->map; 2741 map = op->map;
3019 2742
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * 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.
3025 * 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.
3026 */ 2746 */
3027 2747
3028 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2750 * of death.
3031 */ 2751 */
3032#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3034 { 2754 {
3035 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3036 /* 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
3037 more if they do. */ 2757 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2760 little bit harder. */
3041 /* GD */ 2761 /* GD */
3042 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2763 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2764 else
3048 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3049 num_stats_lose = 1; 2768 num_stats_lose = 1;
3050 } 2769
3051 lost_a_stat = 0; 2770 lost_a_stat = 0;
3052 2771
3053 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3054 { 2773 {
3055 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3056 2775
3057 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3058 { 2777 {
3059 /* 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
3060 * what he lost. 2779 * what he lost.
3061 */ 2780 */
3062 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 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);
3068 } 2799 }
3069 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3070 { 2802 {
3071 /* deplete a stat */ 2803 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3073 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3074 2806 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2807 {
3078 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3080 } 2810
3081 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 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)
3088 { 2817 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2818 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2820 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2821 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2822 else
3123 if (this_stat >= -50)
3124 { 2823 {
3125 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 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"); */
3130 } 2829 }
3131 } 2830 }
3132 } 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 }
3133 } 2850 }
2851 }
2852 }
3134 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2854 if (!lost_a_stat)
3136 { 2855 {
3137 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3140 2859
3141 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2862 else
3144 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.");
3145 } 2864 }
3146#else 2865#else
3147 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.");
3148#endif 2867#endif
3149 2868
3150 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2870 * exp loss on the stone.
3152 */ 2871 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2874 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3159 tmp->msg = buf; 2878 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2881
3163 /**************************************/ 2882 /**************************************/
3164 /* */ 2883 /* */
3165 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3168 /* */ 2887 /* */
3169 /**************************************/ 2888 /**************************************/
3170 2889
3171 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2891 /* restore player */
3173 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3175 2894
3176 if (tmp) 2895 if (tmp)
3177 { 2896 {
3178 tmp->destroy (); 2897 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2899 }
3181 2900
3182 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2903 if (tmp)
3185 { 2904 {
3186 tmp->destroy (); 2905 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2907 }
3189 2908
3190 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3191 2910
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3195 op->stats.food = 900; 2914 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2918
3200 /* 2919 /*
3201 * 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
3202 * 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
3203 * in the map. 2922 * in the map.
3204 */ 2923 */
3205 2924
3206 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3208 2927
3209 /****************************************/ 2928 /****************************************/
3210 /* */ 2929 /* */
3211 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3213 /* */ 2932 /* */
3214 /****************************************/ 2933 /****************************************/
3215 2934
3216 enter_player_savebed (op); 2935 enter_player_savebed (op);
3217 2936
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2937 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2938
3224 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2942 * on the space that might harm the player.
3228 */ 2943 */
3229 will_kill_again = 0; 2944 will_kill_again = 0;
3230 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)
3231 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3233 2948
3234 if (will_kill_again) 2949 if (will_kill_again)
3235 { 2950 {
3236 object *force; 2951 object *force;
3237 int at; 2952 int at;
3238 2953
3239 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2956 force->speed = 0.1;
3242 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2961 force->resist[at] = 100;
3247 2962
3248 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3249 fix_player (op); 2964 op->update_stats ();
3250 2965
3251 } 2966 }
3252 2967
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2969}
3322
3323 2970
3324void 2971void
3325loot_object (object *op) 2972loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3328 2975
3329 if (op->container) 2976 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2978
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3335 { 2980 {
3336 next = tmp->below; 2981 next = tmp->below;
2982
3337 if (tmp->invisible) 2983 if (tmp->invisible)
3338 continue; 2984 continue;
2985
3339 tmp->remove (); 2986 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2989 { /* empty container to ground */
3343 loot_object (tmp); 2990 loot_object (tmp);
3365 */ 3012 */
3366 3013
3367void 3014void
3368fix_weight (void) 3015fix_weight (void)
3369{ 3016{
3370 player *pl; 3017 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3018 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3020
3376 if (old == sum) 3021 if (old == sum)
3377 continue; 3022 continue;
3378 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3379 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);
3380 } 3025 }
3381} 3026}
3382 3027
3383void 3028void
3384fix_luck (void) 3029fix_luck (void)
3385{ 3030{
3386 player *pl; 3031 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3391} 3034}
3392
3393 3035
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3397 */ 3039 */
3398
3399void 3040void
3400cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3401{ 3042{
3402 object *skop, *spob; 3043 object *skop, *spob;
3403 3044
3513 3154
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3156
3516 /* 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! */
3517 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3520 { 3160 {
3521 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!");
3522 make_visible (op); 3162 make_visible (op);
3523 return; 3163 return;
3524 } 3164 }
3525 else 3165 else
3526 num += 20; 3166 num += 20;
3527 } 3167
3528 num += op->map->difficulty; 3168 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3170 num -= hide;
3171
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3173 {
3533 make_visible (op); 3174 make_visible (op);
3534 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3535 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!");
3536 } 3177 }
3537 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3538 {
3539 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);
3540 }
3541} 3180}
3542 3181
3543/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3544 3183
3545int 3184int
3612 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3613 { 3252 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3254 return -1;
3616 } 3255 }
3256
3617 if (!pl || !op) 3257 if (!pl || !op)
3618 return 0; 3258 return 0;
3619 3259
3620 if (op->head)
3621 {
3622 op = op->head; 3260 op = op->head_ ();
3623 } 3261
3624 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3625 3263
3626 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3265 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3636 3274
3637 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3638 * 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
3639 * for any meaningful values. 3277 * for any meaningful values.
3640 */ 3278 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !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)])
3644 return 1; 3282 return 1;
3645 op = op->more; 3283 op = op->more;
3646 } 3284 }
3647 return 0; 3285 return 0;
3648} 3286}
3758 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3759 return; 3397 return;
3760 3398
3761 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++);
3762 3400
3763 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3764 { 3402 {
3765 /* 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]); */
3766 return; 3404 return;
3767 } 3405 }
3768 3406
3834 { 3472 {
3835 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3474 object *skin;
3837 3475
3838 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3839 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
3840 if (skin == NULL) 3481 if (!skin)
3841 return; 3482 return;
3842 3483
3843 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3486 {

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