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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 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
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
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;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->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
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
377}
378
379player::~player ()
380{
381 /* Clear item stack */
382 free (stack_items);
383}
384
307/* Tries to add player on the connection passwd in ns. 385/* 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 386 * All we can really get in this is some settings like host and display
309 * mode. 387 * mode.
310 */ 388 */
311 389player *
312int 390player::create ()
313add_player (client *ns)
314{ 391{
315 player *p = new player; 392 player *pl = new player;
316 393
317 p->socket = ns; 394 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); 395 set_first_map (pl->ob);
326 396
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 397 return pl;
335} 398}
336 399
337/* 400/*
338 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
364 427
365object * 428object *
366get_nearest_player (object *mon) 429get_nearest_player (object *mon)
367{ 430{
368 object *op = NULL; 431 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 432 objectlink *ol;
371 unsigned lastdist; 433 unsigned lastdist;
372 rv_vector rv; 434 rv_vector rv;
373 435
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 437 {
376 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 445 object *tmp = ol->ob;
384 446
385 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 448 * itself will have been cleared.
387 */ 449 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
389 ol = ol->next; 452 ol = ol->next;
390 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
391 if (!ol) 454 if (!ol)
392 return op; 455 return op;
393 } 456 }
406 { 469 {
407 op = ol->ob; 470 op = ol->ob;
408 lastdist = rv.distance; 471 lastdist = rv.distance;
409 } 472 }
410 } 473 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 474
412 { 475 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
417 { 478 {
418 op = pl->ob; 479 op = pl->ob;
419 lastdist = rv.distance; 480 lastdist = rv.distance;
420 } 481 }
421 } 482
422 }
423#if 0 483#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 485#endif
426 return op; 486 return op;
427} 487}
445 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 507 * is probably not a good thing.
448 */ 508 */
449#define MAX_SPACES 50 509#define MAX_SPACES 50
450
451 510
452/* 511/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 795 int statsort [7];
823 796
824 do 797 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 798 {
835 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
836 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
870 817
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 818 stats.exp = 0;
882 op->stats.ac = 0; 819 stats.ac = 0;
883 820
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
892 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
893} 833}
894 834
895void 835void
896Roll_Again (object *op) 836object::swap_stats (int a, int b)
897{ 837{
898 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 841
903void 842 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
905{ 874{
906 signed char tmp;
907 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
908 876
909 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 881}
1024 882
1025/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1029 * not the class. 887 * not the class.
1030 */ 888 */
1031
1032int 889int
1033key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1034{ 891{
1035 int tmp_loop; 892 int tmp_loop;
1036 893
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1044 { 895 {
1045 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1046 897
1047 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1053 904
1054 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1056 907
1057 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1058 909
1059 if (op->msg) 910 if (op->msg)
1060 op->msg = NULL; 911 op->msg = NULL;
1061 912
1062 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1071 start_info (op); 922 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 925 link_player_skills (op);
1075 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1076 fix_player (op); 927 op->update_stats ();
1077 928
1078 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1079 * is one for this race 930 * is one for this race
1080 */ 931 */
1081 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1082 { 933 {
1083 object *tmp; 934 object *tmp;
1084 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1085 936
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 938 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1093 * default initial map */ 944 * default initial map */
1094 tmp->destroy (); 945 tmp->destroy ();
1095 } 946 }
1096 else 947 else
1107 while (!tmp_loop) 958 while (!tmp_loop)
1108 { 959 {
1109 shstr name = op->name; 960 shstr name = op->name;
1110 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1111 962
1112 remove_statbonus (op); 963 op->remove_statbonus ();
1113 op->remove (); 964 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1116 op->instantiate (); 967 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1119 op->x = x; 970 op->x = x;
1120 op->y = y; 971 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 975 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1126 } 977 }
1127 978
1128 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 981 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 984 op->stats.grace = 0;
1134 985
1135 if (op->msg) 986 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 988
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 990 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 991}
1190 992
1191void 993void
1192flee_player (object *op) 994flee_player (object *op)
1193{ 995{
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1134 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1139 }
1140
1366 /* philosophy: 1141 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1146 * example.
1372 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1874 return 0; 1649 return 0;
1875 } 1650 }
1876 1651
1877 arrow->set_owner (op); 1652 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1654 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1655
1884 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1885 { 1657 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1659 op->update_stats ();
1888 } 1660 }
1889 1661
1890 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1902 1674
1903 /* update the speed */ 1675 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1678
1907 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1911 1681
1912 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1913 { 1683 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1928 1698
1929 if (bow->slaying) 1699 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1931 1701
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1704
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1938 1707
1939 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1709 move_arrow (arrow);
1941 1710
1942 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1968 } 1737 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1739 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1741 wcmod = -1;
1742
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1744 }
1975 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1976 { 1746 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1817
2048 if (item->arch) 1818 if (item->arch)
2049 { 1819 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2052 item->speed = 0; 1822 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1823 }
1824
2055 if ((tmp = item->in_player ())) 1825 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1827 }
2058 } 1828 }
2059 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1830 drain_rod_charge (item);
2062 }
2063 } 1831 }
2064} 1832}
2065 1833
2066/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2067 */ 1835 */
2106 { 1874 {
2107 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return; 1877 return;
2110 } 1878 }
1879
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1881 return;
2113 case range_builder: 1882 case range_builder:
2114 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2115 return; 1884 return;
2116 default: 1885 default:
2283 */ 2052 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 { 2054 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2056 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2289 if (!m) 2058 if (!m)
2290 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2291 } 2060 }
2292 else 2061 else
2293 m = op->map; 2062 m = op->map;
2294 2063
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 2065 return;
2299 }
2300 2066
2301 mon = 0; 2067 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2124 {
2359 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2126 if (op->contr->braced)
2361 return; 2127 return;
2128
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2132 make_visible (op);
2133
2366 return; 2134 return;
2367 } 2135 }
2368 2136
2369 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2384 !on_battleground)) 2152 !on_battleground))
2385 { 2153 {
2386 if (!op->contr->braced) 2154 if (!op->contr->braced)
2387 { 2155 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2390 } 2158 }
2391 else 2159 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2393 2161
2394 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2409 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2181 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2184 {
2418 2185
2419 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2453int 2220int
2454move_player (object *op, int dir) 2221move_player (object *op, int dir)
2455{ 2222{
2456 int pick; 2223 int pick;
2457 2224
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2226 return 0;
2460 2227
2461 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2463 { 2230 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2232 return 0;
2466 } 2233 }
2467 2234
2468 /* peterm: added following line */ 2235 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471 2238
2472 op->facing = dir; 2239 op->facing = dir;
2473 2240
2551 2318
2552 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2321 * called, so we recheck it here.
2555 */ 2322 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2323 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2324 return 1;
2558 ;
2559 2325
2560 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2561 return 0; 2327 {
2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2329 {
2565 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2331 op->speed_left--;
2567 2332
2568 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2571 */ 2336 */
2572 move_player (op, op->direction); 2337 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2338
2574 return 1; 2339 return op->speed_left > 0;
2575 else 2340 }
2576 return 0;
2577 } 2341 }
2578 2342
2579 return 0; 2343 return 0;
2580} 2344}
2581 2345
2601 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2602 2366
2603 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2604 op->stats.food = 999; 2368 op->stats.food = 999;
2605 2369
2606 fix_player (op); 2370 op->update_stats ();
2607 return 1; 2371 return 1;
2608 } 2372 }
2609 2373
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623{ 2387{
2624 object *next; 2388 object *next;
2625 2389
2626 while (op) 2390 while (op)
2627 { 2391 {
2628 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2393
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2395 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2639 } 2400 }
2640 else if (op->inv) 2401 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2642 2403
2643 op = next; 2404 op = next;
2644 } 2405 }
2645} 2406}
2646
2647 2407
2648/* 2408/*
2649 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2446 strcat (buf2, buf);
2687 2447
2688 return buf2; 2448 return buf2;
2689} 2449}
2690
2691
2692 2450
2693void 2451void
2694do_some_living (object *op) 2452do_some_living (object *op)
2695{ 2453{
2696 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2705 const int max_grace = 1; 2463 const int max_grace = 1;
2706 2464
2707 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2708 { 2466 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2470 }
2713 2471
2714 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2715 { 2473 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2478 else
2722 { 2479 {
2723 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2482 }
2483
2726 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2486 else
2729 { 2487 {
2730 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2490 }
2491
2733 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2494 else
2736 { 2495 {
2737 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2753 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2514 op->stats.food = last_food;
2756 } 2515 }
2757 } 2516 }
2517
2758 if (max_sp > 1) 2518 if (max_sp > 1)
2759 { 2519 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2521 if (over_sp > 0)
2762 { 2522 {
2763 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2764 { 2524 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2528 op->stats.sp--;
2529
2768 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2770 } 2532 }
2771 op->last_sp = 0; 2533 op->last_sp = 0;
2772 } 2534 }
2773 else 2535 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2537 }
2778 else 2538 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2540 }
2783 2541
2784 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2787 { 2545 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2790 if (max_grace > 1) 2549 if (max_grace > 1)
2791 { 2550 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2552 if (over_grace > 0)
2794 { 2553 {
2822 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2583 op->stats.food = last_food;
2825 } 2584 }
2826 } 2585 }
2586
2827 if (max_hp > 1) 2587 if (max_hp > 1)
2828 { 2588 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2590 if (over_hp > 0)
2831 { 2591 {
2855 2615
2856 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2618 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2860 /* dms do not consume food */ 2621 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2623 op->stats.food--;
2863 } 2624 }
2864 }
2865 2625
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2627 {
2868 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2869 2629
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2631 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2639 break;
2880 } 2640 }
2881 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2882 flesh = tmp; 2642 flesh = tmp;
2883 } /* End if paid for object */ 2643 } /* End if paid for object */
2884 } /* end of for loop */ 2644 } /* end of for loop */
2645
2885 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2647 * eat flesh instead.
2887 */ 2648 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2650 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2892 } 2653 }
2893 } /* end if player is starving */ 2654 }
2894 2655
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2897 2658
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2660 kill_player (op);
2661 }
2900} 2662}
2901
2902
2903 2663
2904/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2667 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2699
2940 /* restore player */ 2700 /* restore player */
2941 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2703 {
2945 tmp->destroy (); 2704 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2706 }
2948 2707
2949 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2710 {
2953 tmp->destroy (); 2711 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2713 }
2956 2714
2958 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2718 op->stats.food = 999;
2961 2719
2962 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2722 {
2966 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2724 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2728 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2974 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2732 }
2977 2733
2978 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2736 op->contr->braced = 0;
2985 2741
2986 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2987 2743
2988 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2989 { 2745 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2999 } 2748 }
3000 else 2749 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3010 } 2751
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2753
3013 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3014 x = op->x; 2755 x = op->x;
3015 y = op->y; 2756 y = op->y;
3016 map = op->map; 2757 map = op->map;
3017 2758
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
3024 */ 2762 */
3025 2763
3026 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2766 * of death.
3029 */ 2767 */
3030#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3032 { 2770 {
3033 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2773 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2776 little bit harder. */
3039 /* GD */ 2777 /* GD */
3040 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2779 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2780 else
3046 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3047 num_stats_lose = 1; 2784 num_stats_lose = 1;
3048 } 2785
3049 lost_a_stat = 0; 2786 lost_a_stat = 0;
3050 2787
3051 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3052 { 2789 {
3053 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3054 2791
3055 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3056 { 2793 {
3057 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
3058 * what he lost. 2795 * what he lost.
3059 */ 2796 */
3060 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1; 2802 lost_a_stat = 1;
2803 }
2804 else
2805 {
2806 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion");
2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2812 {
2813 dep = arch_to_object (deparch);
2814 insert_ob_in_ob (dep, op);
3066 } 2815 }
3067 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3068 { 2818 {
3069 /* deplete a stat */ 2819 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3071 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3072 2822 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2823 {
3076 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3078 } 2826
3079 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2833 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2834 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2836 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2837 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2838 else
3121 if (this_stat >= -50)
3122 { 2839 {
3123 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2845 }
3129 } 2846 }
3130 } 2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2859 {
2860 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats ();
2864 lost_a_stat = 1;
2865 }
3131 } 2866 }
2867 }
2868 }
3132 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2870 if (!lost_a_stat)
3134 { 2871 {
3135 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3138 2875
3139 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2878 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2880 }
3144#else 2881#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2883#endif
3147 2884
3148 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2886 * exp loss on the stone.
3150 */ 2887 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2890 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3156 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2893 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3157 tmp->msg = buf; 2894 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2897
3161 /**************************************/ 2898 /**************************************/
3162 /* */ 2899 /* */
3163 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3166 /* */ 2903 /* */
3167 /**************************************/ 2904 /**************************************/
3168 2905
3169 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2907 /* restore player */
3171 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3173 2910
3174 if (tmp) 2911 if (tmp)
3175 { 2912 {
3176 tmp->destroy (); 2913 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2915 }
3179 2916
3180 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2919 if (tmp)
3183 { 2920 {
3184 tmp->destroy (); 2921 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2923 }
3187 2924
3188 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3189 2926
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3193 op->stats.food = 900; 2930 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2934
3198 /* 2935 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
3200 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
3201 * in the map. 2938 * in the map.
3202 */ 2939 */
3203 2940
3204 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3206 2943
3207 /****************************************/ 2944 /****************************************/
3208 /* */ 2945 /* */
3209 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3211 /* */ 2948 /* */
3212 /****************************************/ 2949 /****************************************/
3213 2950
3214 enter_player_savebed (op); 2951 enter_player_savebed (op);
3215 2952
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2953 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2954
3222 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2958 * on the space that might harm the player.
3226 */ 2959 */
3227 will_kill_again = 0; 2960 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3231 2964
3232 if (will_kill_again) 2965 if (will_kill_again)
3233 { 2966 {
3234 object *force; 2967 object *force;
3235 int at; 2968 int at;
3236 2969
3237 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2972 force->speed = 0.1;
3240 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2977 force->resist[at] = 100;
3245 2978
3246 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3247 fix_player (op); 2980 op->update_stats ();
3248 2981
3249 } 2982 }
3250 2983
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2985}
3320
3321 2986
3322void 2987void
3323loot_object (object *op) 2988loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3326 2991
3327 if (op->container) 2992 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3330 }
3331 2994
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3333 { 2996 {
3334 next = tmp->below; 2997 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3336 continue; 3000 continue;
3001
3337 tmp->remove (); 3002 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 3005 { /* empty container to ground */
3341 loot_object (tmp); 3006 loot_object (tmp);
3363 */ 3028 */
3364 3029
3365void 3030void
3366fix_weight (void) 3031fix_weight (void)
3367{ 3032{
3368 player *pl; 3033 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 3034 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 3036
3374 if (old == sum) 3037 if (old == sum)
3375 continue; 3038 continue;
3376 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 3041 }
3379} 3042}
3380 3043
3381void 3044void
3382fix_luck (void) 3045fix_luck (void)
3383{ 3046{
3384 player *pl; 3047 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3389} 3050}
3390
3391 3051
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3395 */ 3055 */
3396
3397void 3056void
3398cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3399{ 3058{
3400 object *skop, *spob; 3059 object *skop, *spob;
3401 3060
3446 object *tmp = NULL; 3105 object *tmp = NULL;
3447 3106
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3108 return 1;
3450 3109
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3110 return 0;
3457} 3111}
3458 3112
3459/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3516 3170
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3172
3519 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3520 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3523 { 3176 {
3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3525 make_visible (op); 3178 make_visible (op);
3526 return; 3179 return;
3527 } 3180 }
3528 else 3181 else
3529 num += 20; 3182 num += 20;
3530 } 3183
3531 num += op->map->difficulty; 3184 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3186 num -= hide;
3187
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3189 {
3536 make_visible (op); 3190 make_visible (op);
3537 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3539 } 3193 }
3540 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3541 {
3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3543 }
3544} 3196}
3545 3197
3546/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3547 3199
3548int 3200int
3615 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3616 { 3268 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3270 return -1;
3619 } 3271 }
3272
3620 if (!pl || !op) 3273 if (!pl || !op)
3621 return 0; 3274 return 0;
3622 3275
3623 if (op->head)
3624 {
3625 op = op->head; 3276 op = op->head_ ();
3626 } 3277
3627 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3628 3279
3629 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3281 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3639 3290
3640 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values 3292 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values. 3293 * for any meaningful values.
3643 */ 3294 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3647 return 1; 3298 return 1;
3648 op = op->more; 3299 op = op->more;
3649 } 3300 }
3650 return 0; 3301 return 0;
3651} 3302}
3761 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3762 return; 3413 return;
3763 3414
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3416
3766 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3767 { 3418 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3420 return;
3770 } 3421 }
3771 3422
3837 { 3488 {
3838 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3490 object *skin;
3840 3491
3841 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3843 if (skin == NULL) 3497 if (!skin)
3844 return; 3498 return;
3845 3499
3846 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3502 {

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