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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 38
78void 39void
79display_motd (const object *op) 40display_motd (const object *op)
80{ 41{
81 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
164 125
165 if (*buf == '%') 126 if (*buf == '%')
166 { /* send one news */ 127 { /* send one news */
167 if (size > 0) 128 if (size > 0)
168 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
169 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
170 strip_endline (subject); 132 strip_endline (subject);
171 size = 0; 133 size = 0;
172 news[0] = '\0'; 134 news[0] = '\0';
173 } 135 }
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 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);
188 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
189} 151}
190 152
191int 153/* This loads the first map an puts the player on it. */
192playername_ok (const char *cp) 154static void
155set_first_map (object *op)
193{ 156{
194 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
195 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)
196 return 0; 179 return;
197 180
198 for (; *cp != '\0'; cp++) 181 players.insert (this);
199 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)
200 return 0; 192 return;
201 193
202 return 1; 194 terminate_all_pets (ob);
203} 195 ob->deactivate_recursive ();
196 ob->remove ();
197 ob->map = 0;
204 198
205/* This no longer sets the player map. Also, it now updates 199 players.erase (this);
206 * all the pointers so the caller doesn't need to do that. 200}
207 * Caller is responsible for setting the correct map.
208 */
209 201
210/* Redo this to do both get_player_ob and get_player. 202// connect the player with a specific client
211 * Hopefully this will be less bugfree and simpler. 203// also changed, rationalises, and fixes some incorrect settings
212 * Returns the player structure. If 'p' is null, 204void
213 * we create a new one. Otherwise, we recycle 205player::connect (client *ns)
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{ 206{
219 object *op = arch_to_object (get_player_archetype (0)); 207 this->ns = ns;
220 int i; 208 ns->pl = this;
221 209
222 /* Clears basically the entire player structure except 210 ns->update_look = 0;
223 * 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.
224 */ 235 */
225 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
226 238
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{
227 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
228 * we deal with that below this point. 317 * we deal with that below this point.
229 */ 318 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
234 p->Swap_First = -1;
235 322
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
241 324
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
260 p->last_speed = -1; 326 last_speed = -1;
261 p->shoottype = range_none; 327 shoottype = range_none;
262 p->bowtype = bow_normal; 328 bowtype = bow_normal;
263 p->petmode = pet_normal; 329 petmode = pet_normal;
264 p->listening = 10; 330 listening = 10;
265 p->usekeys = containers; 331 usekeys = containers;
266 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
268 p->do_los = 1; 334 do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275 335
276 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
279 * at zero. 339 * at zero.
280 */ 340 */
281 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286 343
287 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1; 345 last_resist[i] = -1;
289 346
290 p->last_stats.exp = -1; 347 last_stats.exp = -1;
291 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 349}
298 350
299/* This loads the first map an puts the player on it. */ 351void
300static void 352player::do_destroy ()
301set_first_map (object *op)
302{ 353{
303 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
304 op->x = -1;
305 op->y = -1;
306 enter_exit (op, 0);
307}
308 355
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
309/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 373 * mode.
312 */ 374 */
313 375player *
314int 376player::create ()
315add_player (client *ns)
316{ 377{
317 player *p = new player; 378 player *pl = new player;
318 379
319 p->ns = ns; 380 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321
322 p->next = first_player;
323 first_player = p;
324
325 p = get_player (p);
326
327 set_first_map (p->ob); 381 set_first_map (pl->ob);
328 382
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 383 return pl;
338} 384}
339 385
340/* 386/*
341 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
367 413
368object * 414object *
369get_nearest_player (object *mon) 415get_nearest_player (object *mon)
370{ 416{
371 object *op = NULL; 417 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 418 objectlink *ol;
374 unsigned lastdist; 419 unsigned lastdist;
375 rv_vector rv; 420 rv_vector rv;
376 421
377 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)
409 { 454 {
410 op = ol->ob; 455 op = ol->ob;
411 lastdist = rv.distance; 456 lastdist = rv.distance;
412 } 457 }
413 } 458 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 459
415 { 460 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
420 { 463 {
421 op = pl->ob; 464 op = pl->ob;
422 lastdist = rv.distance; 465 lastdist = rv.distance;
423 } 466 }
424 } 467
425 }
426#if 0 468#if 0
427 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)");
428#endif 470#endif
429 return op; 471 return op;
430} 472}
448 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
449 * 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
450 * is probably not a good thing. 492 * is probably not a good thing.
451 */ 493 */
452#define MAX_SPACES 50 494#define MAX_SPACES 50
453
454 495
455/* 496/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * 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
458 * 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
697 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
698 link_player_skills (pl); 739 link_player_skills (pl);
699} 740}
700 741
701void 742void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
787{ 744{
788 if (party == NULL) 745 if (party == NULL)
789 { 746 {
790 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);
791 return; 748 return;
792 } 749 }
750
793 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 755}
798 756
799
800/* 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. */
801int 758static int
802roll_stat (void) 759roll_stat (void)
803{ 760{
804 int a[4], i, j, k; 761 int a[4], i, j, k;
805 762
806 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
809 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 767 if (a[i] < k)
811 k = a[i], j = i; 768 k = a[i], j = i;
812 769
813 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 771 if (i != j)
816 k += a[i]; 772 k += a[i];
817 } 773
818 return k; 774 return k;
819} 775}
820 776
821void 777void
822roll_stats (object *op) 778object::roll_stats ()
823{ 779{
824 int sum = 0;
825 int i = 0, j = 0;
826 int statsort[7]; 780 int statsort [7];
827 781
828 do 782 for (;;)
829 {
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 } 783 {
839 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
840 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
841 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 794
850 /* a quick and dirty bubblesort? */
851 do
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866
867 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
868 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
869 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
870 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
871 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
874 802
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 803 stats.exp = 0;
886 op->stats.ac = 0; 804 stats.ac = 0;
887 805
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
897} 818}
898 819
899void 820void
900Roll_Again (object *op) 821object::swap_stats (int a, int b)
901{ 822{
902 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
904 "[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);
905}
906 826
907void 827 stats.Str = contr->orig_stats.Str;
908Swap_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)
909{ 859{
910 signed char tmp;
911 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
912 861
913 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 866}
1028 867
1029/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1033 * not the class. 872 * not the class.
1034 */ 873 */
1035
1036int 874int
1037key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1038{ 876{
1039 int tmp_loop; 877 int tmp_loop;
1040 878
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1048 { 880 {
1049 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1050 882
1051 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1075 start_info (op); 907 start_info (op);
1076 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1078 link_player_skills (op); 910 link_player_skills (op);
1079 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1080 fix_player (op); 912 op->update_stats ();
1081 913
1082 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1083 * is one for this race 915 * is one for this race
1084 */ 916 */
1085 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1086 { 918 {
1087 object *tmp; 919 object *tmp;
1088 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1089 921
1090 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);
1091 tmp = object::create (); 923 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1094 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1095 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;
1096 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1097 * default initial map */ 929 * default initial map */
1098 tmp->destroy (); 930 tmp->destroy ();
1099 } 931 }
1100 else 932 else
1111 while (!tmp_loop) 943 while (!tmp_loop)
1112 { 944 {
1113 shstr name = op->name; 945 shstr name = op->name;
1114 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1115 947
1116 remove_statbonus (op); 948 op->remove_statbonus ();
1117 op->remove (); 949 op->remove ();
1118 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1119 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1120 op->instantiate (); 952 op->instantiate ();
1121 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1123 op->x = x; 955 op->x = x;
1124 op->y = y; 956 op->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1127 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1128 add_statbonus (op); 960 op->add_statbonus ();
1129 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1130 } 962 }
1131 963
1132 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1134 fix_player (op); 966 op->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1137 op->stats.grace = 0; 969 op->stats.grace = 0;
1138 970
1139 if (op->msg) 971 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141 973
1142 send_query (op->contr->ns, 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");
1143 return 0; 975 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 976}
1194 977
1195void 978void
1196flee_player (object *op) 979flee_player (object *op)
1197{ 980{
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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))));
1336 else 1119 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &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
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1124 }
1125
1370 /* philosophy: 1126 /* philosophy:
1371 * 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
1372 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1374 * 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
1375 * example. 1131 * example.
1376 * 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
1377 * 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
1378 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1878 return 0; 1634 return 0;
1879 } 1635 }
1880 1636
1881 arrow->set_owner (op); 1637 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1639 arrow->direction = dir;
1885 arrow->x = sx;
1886 arrow->y = sy;
1887 1640
1888 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1889 { 1642 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op); 1644 op->update_stats ();
1892 } 1645 }
1893 1646
1894 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1906 1659
1907 /* update the speed */ 1660 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 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;
1910 1663
1911 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1915 1666
1916 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1917 { 1668 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1931 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1932 1683
1933 if (bow->slaying) 1684 if (bow->slaying)
1934 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1935 1686
1936 arrow->map = m;
1937 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1689
1940 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);
1941 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1942 1692
1943 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1694 move_arrow (arrow);
1945 1695
1946 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1972 } 1722 }
1973 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)
1974 { 1724 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1726 wcmod = -1;
1727
1977 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);
1978 } 1729 }
1979 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1980 { 1731 {
1981 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);
2051 1802
2052 if (item->arch) 1803 if (item->arch)
2053 { 1804 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2056 item->speed = 0; 1807 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1808 }
1809
2059 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1812 }
2062 } 1813 }
2063 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1815 drain_rod_charge (item);
2066 }
2067 } 1816 }
2068} 1817}
2069 1818
2070/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2071 */ 1820 */
2287 */ 2036 */
2288 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))
2289 { 2038 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 { 2040 {
2292 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2293 if (!m) 2042 if (!m)
2294 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2295 } 2044 }
2296 else 2045 else
2297 m = op->map; 2046 m = op->map;
2298 2047
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 2049 return;
2303 }
2304 2050
2305 mon = 0; 2051 mon = 0;
2306 /* 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
2307 * 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.
2308 * 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
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2108 {
2363 /* 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 */
2364 if (op->contr->braced) 2110 if (op->contr->braced)
2365 return; 2111 return;
2112
2366 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);
2367 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2116 make_visible (op);
2117
2370 return; 2118 return;
2371 } 2119 }
2372 2120
2373 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2388 !on_battleground)) 2136 !on_battleground))
2389 { 2137 {
2390 if (!op->contr->braced) 2138 if (!op->contr->braced)
2391 { 2139 {
2392 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);
2393 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2394 } 2142 }
2395 else 2143 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2397 2145
2398 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2413 * 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
2414 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2415 * 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
2416 * 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.
2417 */ 2165 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((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)))
2421 { 2168 {
2422 2169
2423 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2457int 2204int
2458move_player (object *op, int dir) 2205move_player (object *op, int dir)
2459{ 2206{
2460 int pick; 2207 int pick;
2461 2208
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2210 return 0;
2464 2211
2465 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2467 { 2214 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2216 return 0;
2470 } 2217 }
2471 2218
2472 /* peterm: added following line */ 2219 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2475 2222
2476 op->facing = dir; 2223 op->facing = dir;
2477 2224
2555 2302
2556 /* 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
2557 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2305 * called, so we recheck it here.
2559 */ 2306 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2307 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2308 return 1;
2562 ;
2563 2309
2564 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2565 return 0; 2311 {
2566
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 { 2313 {
2569 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--; 2315 op->speed_left--;
2571 2316
2572 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2573 * 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
2574 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2575 */ 2320 */
2576 move_player (op, op->direction); 2321 move_player (op, op->direction);
2577 if (op->speed_left > 0) 2322
2578 return 1; 2323 return op->speed_left > 0;
2579 else 2324 }
2580 return 0;
2581 } 2325 }
2582 2326
2583 return 0; 2327 return 0;
2584} 2328}
2585 2329
2605 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2606 2350
2607 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2608 op->stats.food = 999; 2352 op->stats.food = 999;
2609 2353
2610 fix_player (op); 2354 op->update_stats ();
2611 return 1; 2355 return 1;
2612 } 2356 }
2613 2357
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2627{ 2371{
2628 object *next; 2372 object *next;
2629 2373
2630 while (op) 2374 while (op)
2631 { 2375 {
2632 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' */
2633 * we remove object 'op' 2377
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2379 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2643 } 2384 }
2644 else if (op->inv) 2385 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2646 2387
2647 op = next; 2388 op = next;
2648 } 2389 }
2649} 2390}
2650
2651 2391
2652/* 2392/*
2653 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2430 strcat (buf2, buf);
2691 2431
2692 return buf2; 2432 return buf2;
2693} 2433}
2694
2695
2696 2434
2697void 2435void
2698do_some_living (object *op) 2436do_some_living (object *op)
2699{ 2437{
2700 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2709 const int max_grace = 1; 2447 const int max_grace = 1;
2710 2448
2711 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2712 { 2450 {
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2714 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)
2715 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2716 } 2454 }
2717 2455
2718 if (op->contr->ns->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2719 { 2457 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2462 else
2726 { 2463 {
2727 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2466 }
2467
2730 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2470 else
2733 { 2471 {
2734 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2474 }
2475
2737 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2478 else
2740 { 2479 {
2741 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2757 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2758 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))
2759 op->stats.food = last_food; 2498 op->stats.food = last_food;
2760 } 2499 }
2761 } 2500 }
2501
2762 if (max_sp > 1) 2502 if (max_sp > 1)
2763 { 2503 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2505 if (over_sp > 0)
2766 { 2506 {
2767 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2768 { 2508 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2770 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))
2771 op->stats.sp--; 2512 op->stats.sp--;
2513
2772 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2774 } 2516 }
2775 op->last_sp = 0; 2517 op->last_sp = 0;
2776 } 2518 }
2777 else 2519 else
2778 {
2779 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);
2780 }
2781 } 2521 }
2782 else 2522 else
2783 {
2784 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);
2785 }
2786 } 2524 }
2787 2525
2788 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2791 { 2529 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2794 if (max_grace > 1) 2533 if (max_grace > 1)
2795 { 2534 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2536 if (over_grace > 0)
2798 { 2537 {
2826 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2567 op->stats.food = last_food;
2829 } 2568 }
2830 } 2569 }
2570
2831 if (max_hp > 1) 2571 if (max_hp > 1)
2832 { 2572 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2574 if (over_hp > 0)
2835 { 2575 {
2859 2599
2860 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2602 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2864 /* dms do not consume food */ 2605 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2607 op->stats.food--;
2867 } 2608 }
2868 }
2869 2609
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2611 {
2872 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2873 2613
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 { 2615 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2880 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.");
2881 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2623 break;
2884 } 2624 }
2885 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2886 flesh = tmp; 2626 flesh = tmp;
2887 } /* End if paid for object */ 2627 } /* End if paid for object */
2888 } /* end of for loop */ 2628 } /* end of for loop */
2629
2889 /* 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
2890 * eat flesh instead. 2631 * eat flesh instead.
2891 */ 2632 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2634 {
2894 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.");
2895 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2896 } 2637 }
2897 } /* end if player is starving */ 2638 }
2898 2639
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2901 2642
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2644 kill_player (op);
2645 }
2904} 2646}
2905
2906
2907 2647
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2651 * file.
2941 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!");
2942 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...");
2943 2683
2944 /* restore player */ 2684 /* restore player */
2945 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2687 {
2949 tmp->destroy (); 2688 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2690 }
2952 2691
2953 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2694 {
2957 tmp->destroy (); 2695 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2697 }
2960 2698
2962 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2702 op->stats.food = 999;
2965 2703
2966 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2706 {
2970 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2708 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2973 " 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",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2712 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2978 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2716 }
2981 2717
2982 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2720 op->contr->braced = 0;
2989 2725
2990 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2991 2727
2992 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2993 { 2729 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3003 } 2732 }
3004 else 2733 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3014 } 2735
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2737
3017 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3018 x = op->x; 2739 x = op->x;
3019 y = op->y; 2740 y = op->y;
3020 map = op->map; 2741 map = op->map;
3021 2742
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * 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.
3027 * 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.
3028 */ 2746 */
3029 2747
3030 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2750 * of death.
3033 */ 2751 */
3034#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3036 { 2754 {
3037 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3038 /* 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
3039 more if they do. */ 2757 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2760 little bit harder. */
3043 /* GD */ 2761 /* GD */
3044 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2763 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2764 else
3050 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3051 num_stats_lose = 1; 2768 num_stats_lose = 1;
3052 } 2769
3053 lost_a_stat = 0; 2770 lost_a_stat = 0;
3054 2771
3055 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3056 { 2773 {
3057 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3058 2775
3059 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3060 { 2777 {
3061 /* 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
3062 * what he lost. 2779 * what he lost.
3063 */ 2780 */
3064 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 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);
3070 } 2799 }
3071 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3072 { 2802 {
3073 /* deplete a stat */ 2803 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3075 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3076 2806 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2807 {
3080 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3082 } 2810
3083 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 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)
3090 { 2817 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2818 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2820 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2821 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2822 else
3125 if (this_stat >= -50)
3126 { 2823 {
3127 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 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"); */
3132 } 2829 }
3133 } 2830 }
3134 } 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 }
3135 } 2850 }
2851 }
2852 }
3136 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2854 if (!lost_a_stat)
3138 { 2855 {
3139 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3142 2859
3143 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3144 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);
3145 else 2862 else
3146 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.");
3147 } 2864 }
3148#else 2865#else
3149 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.");
3150#endif 2867#endif
3151 2868
3152 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2870 * exp loss on the stone.
3154 */ 2871 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2874 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3160 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);
3161 tmp->msg = buf; 2878 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2881
3165 /**************************************/ 2882 /**************************************/
3166 /* */ 2883 /* */
3167 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3170 /* */ 2887 /* */
3171 /**************************************/ 2888 /**************************************/
3172 2889
3173 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2891 /* restore player */
3175 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3177 2894
3178 if (tmp) 2895 if (tmp)
3179 { 2896 {
3180 tmp->destroy (); 2897 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2899 }
3183 2900
3184 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2903 if (tmp)
3187 { 2904 {
3188 tmp->destroy (); 2905 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2907 }
3191 2908
3192 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3193 2910
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3197 op->stats.food = 900; 2914 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2918
3202 /* 2919 /*
3203 * 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
3204 * 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
3205 * in the map. 2922 * in the map.
3206 */ 2923 */
3207 2924
3208 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3210 2927
3211 /****************************************/ 2928 /****************************************/
3212 /* */ 2929 /* */
3213 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3215 /* */ 2932 /* */
3216 /****************************************/ 2933 /****************************************/
3217 2934
3218 enter_player_savebed (op); 2935 enter_player_savebed (op);
3219 2936
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2937 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2938
3226 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2942 * on the space that might harm the player.
3230 */ 2943 */
3231 will_kill_again = 0; 2944 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3235 2948
3236 if (will_kill_again) 2949 if (will_kill_again)
3237 { 2950 {
3238 object *force; 2951 object *force;
3239 int at; 2952 int at;
3240 2953
3241 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2956 force->speed = 0.1;
3244 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3245 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2961 force->resist[at] = 100;
3249 2962
3250 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3251 fix_player (op); 2964 op->update_stats ();
3252 2965
3253 } 2966 }
3254 2967
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2969}
3324
3325 2970
3326void 2971void
3327loot_object (object *op) 2972loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3330 2975
3331 if (op->container) 2976 if (op->container)
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3334 }
3335 2978
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3337 { 2980 {
3338 next = tmp->below; 2981 next = tmp->below;
2982
3339 if (tmp->invisible) 2983 if (tmp->invisible)
3340 continue; 2984 continue;
2985
3341 tmp->remove (); 2986 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3343 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2989 { /* empty container to ground */
3345 loot_object (tmp); 2990 loot_object (tmp);
3367 */ 3012 */
3368 3013
3369void 3014void
3370fix_weight (void) 3015fix_weight (void)
3371{ 3016{
3372 player *pl; 3017 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 3018 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 3020
3378 if (old == sum) 3021 if (old == sum)
3379 continue; 3022 continue;
3380 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3381 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);
3382 } 3025 }
3383} 3026}
3384 3027
3385void 3028void
3386fix_luck (void) 3029fix_luck (void)
3387{ 3030{
3388 player *pl; 3031 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 3032 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3393} 3034}
3394
3395 3035
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3399 */ 3039 */
3400
3401void 3040void
3402cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3403{ 3042{
3404 object *skop, *spob; 3043 object *skop, *spob;
3405 3044
3515 3154
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3156
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3522 { 3160 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3162 make_visible (op);
3525 return; 3163 return;
3526 } 3164 }
3527 else 3165 else
3528 num += 20; 3166 num += 20;
3529 } 3167
3530 num += op->map->difficulty; 3168 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3170 num -= hide;
3171
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3173 {
3535 make_visible (op); 3174 make_visible (op);
3536 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3177 }
3539 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3180}
3544 3181
3545/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3546 3183
3547int 3184int
3614 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3615 { 3252 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3254 return -1;
3618 } 3255 }
3256
3619 if (!pl || !op) 3257 if (!pl || !op)
3620 return 0; 3258 return 0;
3621 3259
3622 if (op->head)
3623 {
3624 op = op->head; 3260 op = op->head_ ();
3625 } 3261
3626 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3627 3263
3628 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3265 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3760 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3761 return; 3397 return;
3762 3398
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3400
3765 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3766 { 3402 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3404 return;
3769 } 3405 }
3770 3406

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