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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->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->ns->update_look = 0;
292 p->ns->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->ns = 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
333 get_name (p->ob);
334
335 return 0; 397 return pl;
336} 398}
337 399
338/* 400/*
339 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
365 427
366object * 428object *
367get_nearest_player (object *mon) 429get_nearest_player (object *mon)
368{ 430{
369 object *op = NULL; 431 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 432 objectlink *ol;
372 unsigned lastdist; 433 unsigned lastdist;
373 rv_vector rv; 434 rv_vector rv;
374 435
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 437 {
377 /* 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
378 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 445 object *tmp = ol->ob;
385 446
386 /* 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
387 * itself will have been cleared. 448 * itself will have been cleared.
388 */ 449 */
389 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 ());
390 ol = ol->next; 452 ol = ol->next;
391 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
392 if (!ol) 454 if (!ol)
393 return op; 455 return op;
394 } 456 }
407 { 469 {
408 op = ol->ob; 470 op = ol->ob;
409 lastdist = rv.distance; 471 lastdist = rv.distance;
410 } 472 }
411 } 473 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 474
413 { 475 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
418 { 478 {
419 op = pl->ob; 479 op = pl->ob;
420 lastdist = rv.distance; 480 lastdist = rv.distance;
421 } 481 }
422 } 482
423 }
424#if 0 483#if 0
425 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)");
426#endif 485#endif
427 return op; 486 return op;
428} 487}
446 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 507 * is probably not a good thing.
449 */ 508 */
450#define MAX_SPACES 50 509#define MAX_SPACES 50
451
452 510
453/* 511/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
696 link_player_skills (pl); 754 link_player_skills (pl);
697} 755}
698 756
699void 757void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
785{ 759{
786 if (party == NULL) 760 if (party == NULL)
787 { 761 {
788 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);
789 return; 763 return;
790 } 764 }
765
791 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 770}
796 771
797
798/* 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. */
799int 773static int
800roll_stat (void) 774roll_stat (void)
801{ 775{
802 int a[4], i, j, k; 776 int a[4], i, j, k;
803 777
804 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 782 if (a[i] < k)
809 k = a[i], j = i; 783 k = a[i], j = i;
810 784
811 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 786 if (i != j)
814 k += a[i]; 787 k += a[i];
815 } 788
816 return k; 789 return k;
817} 790}
818 791
819void 792void
820roll_stats (object *op) 793object::roll_stats ()
821{ 794{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 795 int statsort [7];
825 796
826 do 797 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 798 {
837 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
838 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
839 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 809
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
872 817
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 818 stats.exp = 0;
884 op->stats.ac = 0; 819 stats.ac = 0;
885 820
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
895} 833}
896 834
897void 835void
898Roll_Again (object *op) 836object::swap_stats (int a, int b)
899{ 837{
900 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 841
905void 842 stats.Str = contr->orig_stats.Str;
906Swap_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)
907{ 874{
908 signed char tmp;
909 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
910 876
911 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 881}
1026 882
1027/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1031 * not the class. 887 * not the class.
1032 */ 888 */
1033
1034int 889int
1035key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1036{ 891{
1037 int tmp_loop; 892 int tmp_loop;
1038 893
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1046 { 895 {
1047 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1048 897
1049 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1073 start_info (op); 922 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 925 link_player_skills (op);
1077 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1078 fix_player (op); 927 op->update_stats ();
1079 928
1080 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1081 * is one for this race 930 * is one for this race
1082 */ 931 */
1083 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1084 { 933 {
1085 object *tmp; 934 object *tmp;
1086 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1087 936
1088 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);
1089 tmp = object::create (); 938 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1093 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;
1094 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1095 * default initial map */ 944 * default initial map */
1096 tmp->destroy (); 945 tmp->destroy ();
1097 } 946 }
1098 else 947 else
1109 while (!tmp_loop) 958 while (!tmp_loop)
1110 { 959 {
1111 shstr name = op->name; 960 shstr name = op->name;
1112 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1113 962
1114 remove_statbonus (op); 963 op->remove_statbonus ();
1115 op->remove (); 964 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1118 op->instantiate (); 967 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1121 op->x = x; 970 op->x = x;
1122 op->y = y; 971 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 975 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1128 } 977 }
1129 978
1130 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 981 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 984 op->stats.grace = 0;
1136 985
1137 if (op->msg) 986 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 988
1140 send_query (op->contr->ns, 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");
1141 return 0; 990 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 991}
1192 992
1193void 993void
1194flee_player (object *op) 994flee_player (object *op)
1195{ 995{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1134 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1139 }
1140
1368 /* philosophy: 1141 /* philosophy:
1369 * 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
1370 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1372 * 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
1373 * example. 1146 * example.
1374 * 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
1375 * 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
1376 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1876 return 0; 1649 return 0;
1877 } 1650 }
1878 1651
1879 arrow->set_owner (op); 1652 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1654 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1655
1886 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1887 { 1657 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1659 op->update_stats ();
1890 } 1660 }
1891 1661
1892 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1904 1674
1905 /* update the speed */ 1675 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1678
1909 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1913 1681
1914 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1915 { 1683 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1930 1698
1931 if (bow->slaying) 1699 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1933 1701
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1704
1938 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);
1939 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1940 1707
1941 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1709 move_arrow (arrow);
1943 1710
1944 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1970 } 1737 }
1971 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)
1972 { 1739 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1741 wcmod = -1;
1742
1975 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);
1976 } 1744 }
1977 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1978 { 1746 {
1979 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);
2049 1817
2050 if (item->arch) 1818 if (item->arch)
2051 { 1819 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2054 item->speed = 0; 1822 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1823 }
1824
2057 if ((tmp = item->in_player ())) 1825 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1827 }
2060 } 1828 }
2061 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1830 drain_rod_charge (item);
2064 }
2065 } 1831 }
2066} 1832}
2067 1833
2068/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2069 */ 1835 */
2108 { 1874 {
2109 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2110 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.");
2111 return; 1877 return;
2112 } 1878 }
1879
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1881 return;
2115 case range_builder: 1882 case range_builder:
2116 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2117 return; 1884 return;
2118 default: 1885 default:
2285 */ 2052 */
2286 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))
2287 { 2054 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2056 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2291 if (!m) 2058 if (!m)
2292 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2293 } 2060 }
2294 else 2061 else
2295 m = op->map; 2062 m = op->map;
2296 2063
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2065 return;
2301 }
2302 2066
2303 mon = 0; 2067 mon = 0;
2304 /* 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
2305 * 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.
2306 * 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
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2124 {
2361 /* 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 */
2362 if (op->contr->braced) 2126 if (op->contr->braced)
2363 return; 2127 return;
2128
2364 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);
2365 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2132 make_visible (op);
2133
2368 return; 2134 return;
2369 } 2135 }
2370 2136
2371 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2152 !on_battleground))
2387 { 2153 {
2388 if (!op->contr->braced) 2154 if (!op->contr->braced)
2389 { 2155 {
2390 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);
2391 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2392 } 2158 }
2393 else 2159 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2395 2161
2396 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2411 * 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
2412 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2181 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2184 {
2420 2185
2421 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2455int 2220int
2456move_player (object *op, int dir) 2221move_player (object *op, int dir)
2457{ 2222{
2458 int pick; 2223 int pick;
2459 2224
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2226 return 0;
2462 2227
2463 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2465 { 2230 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2232 return 0;
2468 } 2233 }
2469 2234
2470 /* peterm: added following line */ 2235 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2238
2474 op->facing = dir; 2239 op->facing = dir;
2475 2240
2553 2318
2554 /* 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
2555 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2321 * called, so we recheck it here.
2557 */ 2322 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2323 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2324 return 1;
2560 ;
2561 2325
2562 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2563 return 0; 2327 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2329 {
2567 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2331 op->speed_left--;
2569 2332
2570 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2571 * 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
2572 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2573 */ 2336 */
2574 move_player (op, op->direction); 2337 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2338
2576 return 1; 2339 return op->speed_left > 0;
2577 else 2340 }
2578 return 0;
2579 } 2341 }
2580 2342
2581 return 0; 2343 return 0;
2582} 2344}
2583 2345
2603 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2604 2366
2605 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2606 op->stats.food = 999; 2368 op->stats.food = 999;
2607 2369
2608 fix_player (op); 2370 op->update_stats ();
2609 return 1; 2371 return 1;
2610 } 2372 }
2611 2373
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2387{
2626 object *next; 2388 object *next;
2627 2389
2628 while (op) 2390 while (op)
2629 { 2391 {
2630 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' */
2631 * we remove object 'op' 2393
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2395 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2641 } 2400 }
2642 else if (op->inv) 2401 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2644 2403
2645 op = next; 2404 op = next;
2646 } 2405 }
2647} 2406}
2648
2649 2407
2650/* 2408/*
2651 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2446 strcat (buf2, buf);
2689 2447
2690 return buf2; 2448 return buf2;
2691} 2449}
2692
2693
2694 2450
2695void 2451void
2696do_some_living (object *op) 2452do_some_living (object *op)
2697{ 2453{
2698 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2707 const int max_grace = 1; 2463 const int max_grace = 1;
2708 2464
2709 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2710 { 2466 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2470 }
2715 2471
2716 if (op->contr->ns->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2717 { 2473 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2478 else
2724 { 2479 {
2725 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2482 }
2483
2728 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2486 else
2731 { 2487 {
2732 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2490 }
2491
2735 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2494 else
2738 { 2495 {
2739 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2756 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))
2757 op->stats.food = last_food; 2514 op->stats.food = last_food;
2758 } 2515 }
2759 } 2516 }
2517
2760 if (max_sp > 1) 2518 if (max_sp > 1)
2761 { 2519 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2521 if (over_sp > 0)
2764 { 2522 {
2765 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2766 { 2524 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2768 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))
2769 op->stats.sp--; 2528 op->stats.sp--;
2529
2770 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2772 } 2532 }
2773 op->last_sp = 0; 2533 op->last_sp = 0;
2774 } 2534 }
2775 else 2535 else
2776 {
2777 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);
2778 }
2779 } 2537 }
2780 else 2538 else
2781 {
2782 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);
2783 }
2784 } 2540 }
2785 2541
2786 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2787 /* 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. */
2788 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2789 { 2545 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2792 if (max_grace > 1) 2549 if (max_grace > 1)
2793 { 2550 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2552 if (over_grace > 0)
2796 { 2553 {
2824 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2825 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))
2826 op->stats.food = last_food; 2583 op->stats.food = last_food;
2827 } 2584 }
2828 } 2585 }
2586
2829 if (max_hp > 1) 2587 if (max_hp > 1)
2830 { 2588 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2590 if (over_hp > 0)
2833 { 2591 {
2857 2615
2858 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2859 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);
2860 else 2618 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2862 /* dms do not consume food */ 2621 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2623 op->stats.food--;
2865 } 2624 }
2866 }
2867 2625
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2627 {
2870 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2871 2629
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2631 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2878 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.");
2879 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2639 break;
2882 } 2640 }
2883 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2884 flesh = tmp; 2642 flesh = tmp;
2885 } /* End if paid for object */ 2643 } /* End if paid for object */
2886 } /* end of for loop */ 2644 } /* end of for loop */
2645
2887 /* 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
2888 * eat flesh instead. 2647 * eat flesh instead.
2889 */ 2648 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2650 {
2892 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.");
2893 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2894 } 2653 }
2895 } /* end if player is starving */ 2654 }
2896 2655
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2899 2658
2900 if (!op->contr->ns->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))
2901 kill_player (op); 2660 kill_player (op);
2661 }
2902} 2662}
2903
2904
2905 2663
2906/* 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.
2907 * 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
2908 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2667 * file.
2939 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!");
2940 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...");
2941 2699
2942 /* restore player */ 2700 /* restore player */
2943 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2703 {
2947 tmp->destroy (); 2704 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2706 }
2950 2707
2951 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2710 {
2955 tmp->destroy (); 2711 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2713 }
2958 2714
2960 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2718 op->stats.food = 999;
2963 2719
2964 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2722 {
2968 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2724 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2971 " 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",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2728 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2732 }
2979 2733
2980 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2736 op->contr->braced = 0;
2987 2741
2988 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2989 2743
2990 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2991 { 2745 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3001 } 2748 }
3002 else 2749 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3012 } 2751
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2753
3015 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3016 x = op->x; 2755 x = op->x;
3017 y = op->y; 2756 y = op->y;
3018 map = op->map; 2757 map = op->map;
3019 2758
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * 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.
3025 * 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.
3026 */ 2762 */
3027 2763
3028 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2766 * of death.
3031 */ 2767 */
3032#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3034 { 2770 {
3035 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3036 /* 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
3037 more if they do. */ 2773 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2776 little bit harder. */
3041 /* GD */ 2777 /* GD */
3042 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2779 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2780 else
3048 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3049 num_stats_lose = 1; 2784 num_stats_lose = 1;
3050 } 2785
3051 lost_a_stat = 0; 2786 lost_a_stat = 0;
3052 2787
3053 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3054 { 2789 {
3055 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3056 2791
3057 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3058 { 2793 {
3059 /* 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
3060 * what he lost. 2795 * what he lost.
3061 */ 2796 */
3062 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 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);
3068 } 2815 }
3069 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3070 { 2818 {
3071 /* deplete a stat */ 2819 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3073 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3074 2822 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2823 {
3078 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3080 } 2826
3081 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 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)
3088 { 2833 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2834 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2836 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2837 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2838 else
3123 if (this_stat >= -50)
3124 { 2839 {
3125 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 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"); */
3130 } 2845 }
3131 } 2846 }
3132 } 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 }
3133 } 2866 }
2867 }
2868 }
3134 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2870 if (!lost_a_stat)
3136 { 2871 {
3137 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3140 2875
3141 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2878 else
3144 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.");
3145 } 2880 }
3146#else 2881#else
3147 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.");
3148#endif 2883#endif
3149 2884
3150 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2886 * exp loss on the stone.
3152 */ 2887 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2890 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3159 tmp->msg = buf; 2894 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2897
3163 /**************************************/ 2898 /**************************************/
3164 /* */ 2899 /* */
3165 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3168 /* */ 2903 /* */
3169 /**************************************/ 2904 /**************************************/
3170 2905
3171 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2907 /* restore player */
3173 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3175 2910
3176 if (tmp) 2911 if (tmp)
3177 { 2912 {
3178 tmp->destroy (); 2913 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2915 }
3181 2916
3182 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2919 if (tmp)
3185 { 2920 {
3186 tmp->destroy (); 2921 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2923 }
3189 2924
3190 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3191 2926
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3195 op->stats.food = 900; 2930 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2934
3200 /* 2935 /*
3201 * 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
3202 * 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
3203 * in the map. 2938 * in the map.
3204 */ 2939 */
3205 2940
3206 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3208 2943
3209 /****************************************/ 2944 /****************************************/
3210 /* */ 2945 /* */
3211 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3213 /* */ 2948 /* */
3214 /****************************************/ 2949 /****************************************/
3215 2950
3216 enter_player_savebed (op); 2951 enter_player_savebed (op);
3217 2952
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2953 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2954
3224 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2958 * on the space that might harm the player.
3228 */ 2959 */
3229 will_kill_again = 0; 2960 will_kill_again = 0;
3230 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)
3231 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3233 2964
3234 if (will_kill_again) 2965 if (will_kill_again)
3235 { 2966 {
3236 object *force; 2967 object *force;
3237 int at; 2968 int at;
3238 2969
3239 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2972 force->speed = 0.1;
3242 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2977 force->resist[at] = 100;
3247 2978
3248 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3249 fix_player (op); 2980 op->update_stats ();
3250 2981
3251 } 2982 }
3252 2983
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2985}
3322
3323 2986
3324void 2987void
3325loot_object (object *op) 2988loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3328 2991
3329 if (op->container) 2992 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2994
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3335 { 2996 {
3336 next = tmp->below; 2997 next = tmp->below;
2998
3337 if (tmp->invisible) 2999 if (tmp->invisible)
3338 continue; 3000 continue;
3001
3339 tmp->remove (); 3002 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3005 { /* empty container to ground */
3343 loot_object (tmp); 3006 loot_object (tmp);
3365 */ 3028 */
3366 3029
3367void 3030void
3368fix_weight (void) 3031fix_weight (void)
3369{ 3032{
3370 player *pl; 3033 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3034 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3036
3376 if (old == sum) 3037 if (old == sum)
3377 continue; 3038 continue;
3378 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3379 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);
3380 } 3041 }
3381} 3042}
3382 3043
3383void 3044void
3384fix_luck (void) 3045fix_luck (void)
3385{ 3046{
3386 player *pl; 3047 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3048 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3391} 3050}
3392
3393 3051
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3397 */ 3055 */
3398
3399void 3056void
3400cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3401{ 3058{
3402 object *skop, *spob; 3059 object *skop, *spob;
3403 3060
3513 3170
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3172
3516 /* 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! */
3517 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3520 { 3176 {
3521 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!");
3522 make_visible (op); 3178 make_visible (op);
3523 return; 3179 return;
3524 } 3180 }
3525 else 3181 else
3526 num += 20; 3182 num += 20;
3527 } 3183
3528 num += op->map->difficulty; 3184 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3186 num -= hide;
3187
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3189 {
3533 make_visible (op); 3190 make_visible (op);
3534 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3535 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!");
3536 } 3193 }
3537 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3538 {
3539 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);
3540 }
3541} 3196}
3542 3197
3543/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3544 3199
3545int 3200int
3612 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3613 { 3268 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3270 return -1;
3616 } 3271 }
3272
3617 if (!pl || !op) 3273 if (!pl || !op)
3618 return 0; 3274 return 0;
3619 3275
3620 if (op->head)
3621 {
3622 op = op->head; 3276 op = op->head_ ();
3623 } 3277
3624 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3625 3279
3626 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3281 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3759 return; 3413 return;
3760 3414
3761 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++);
3762 3416
3763 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3764 { 3418 {
3765 /* 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]); */
3766 return; 3420 return;
3767 } 3421 }
3768 3422

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