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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 1.96 by root, Mon Jan 8 19:25:53 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 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
307/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
309 * mode. 365 * mode.
310 */ 366 */
311 367player *
312int 368player::create ()
313add_player (client *ns)
314{ 369{
315 player *p = new player; 370 player *pl = new player;
316 371
317 p->socket = ns; 372 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); 373 set_first_map (pl->ob);
326 374
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; 375 return pl;
335} 376}
336 377
337/* 378/*
338 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
364 405
365object * 406object *
366get_nearest_player (object *mon) 407get_nearest_player (object *mon)
367{ 408{
368 object *op = NULL; 409 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 410 objectlink *ol;
371 unsigned lastdist; 411 unsigned lastdist;
372 rv_vector rv; 412 rv_vector rv;
373 413
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 415 {
376 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 423 object *tmp = ol->ob;
384 424
385 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 426 * itself will have been cleared.
387 */ 427 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
389 ol = ol->next; 430 ol = ol->next;
390 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
391 if (!ol) 432 if (!ol)
392 return op; 433 return op;
393 } 434 }
406 { 447 {
407 op = ol->ob; 448 op = ol->ob;
408 lastdist = rv.distance; 449 lastdist = rv.distance;
409 } 450 }
410 } 451 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 452
412 { 453 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
417 { 456 {
418 op = pl->ob; 457 op = pl->ob;
419 lastdist = rv.distance; 458 lastdist = rv.distance;
420 } 459 }
421 } 460
422 }
423#if 0 461#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 463#endif
426 return op; 464 return op;
427} 465}
445 * circling behaviour. Unfortunately, this function is also used to determined 483 * 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 484 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 485 * is probably not a good thing.
448 */ 486 */
449#define MAX_SPACES 50 487#define MAX_SPACES 50
450
451 488
452/* 489/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * 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 491 * 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 492 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
695 link_player_skills (pl); 732 link_player_skills (pl);
696} 733}
697 734
698void 735void
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) 736get_party_password (object *op, partylist *party)
783{ 737{
784 if (party == NULL) 738 if (party == NULL)
785 { 739 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 741 return;
788 } 742 }
743
789 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 748}
794
795 749
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 751static int
798roll_stat (void) 752roll_stat (void)
799{ 753{
800 int a[4], i, j, k; 754 int a[4], i, j, k;
801 755
802 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 760 if (a[i] < k)
807 k = a[i], j = i; 761 k = a[i], j = i;
808 762
809 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 764 if (i != j)
812 k += a[i]; 765 k += a[i];
813 } 766
814 return k; 767 return k;
815} 768}
816 769
817void 770void
818roll_stats (object *op) 771object::roll_stats ()
819{ 772{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 773 int statsort [7];
823 774
824 do 775 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 } 776 {
835 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
836 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
837 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 786 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;
845 787
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]; 788 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
870 795
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; 796 stats.exp = 0;
882 op->stats.ac = 0; 797 stats.ac = 0;
883 798
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; 799 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
892 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
893} 811}
894 812
895void 813void
896Roll_Again (object *op) 814object::swap_stats (int a, int b)
897{ 815{
898 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 817 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)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 819
903void 820 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
905{ 852{
906 signed char tmp;
907 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
908 854
909 if (op->contr->Swap_First == -1) 855 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); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 857 //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); 858 //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} 859}
1024 860
1025/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1029 * not the class. 865 * not the class.
1030 */ 866 */
1031
1032int 867int
1033key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1034{ 869{
1035 int tmp_loop; 870 int tmp_loop;
1036 871
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1044 { 873 {
1045 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1046 875
1047 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, op, 0, 0, 0);
1053 882
1054 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1056 885
1057 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1058 887
1059 if (op->msg) 888 if (op->msg)
1060 op->msg = NULL; 889 op->msg = NULL;
1061 890
1062 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1063 * to save here. 892 * to save here.
1064 */ 893 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf); 895 make_path_to_file (buf);
1067 896
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 897 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 900 link_player_skills (op);
1075 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1076 fix_player (op); 902 op->update_stats ();
1077 903
1078 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1079 * is one for this race 905 * is one for this race
1080 */ 906 */
1081 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1082 { 908 {
1083 object *tmp; 909 object *tmp;
1084 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1085 911
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 913 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1093 * default initial map */ 919 * default initial map */
1094 tmp->destroy (); 920 tmp->destroy ();
1095 } 921 }
1096 else 922 else
1107 while (!tmp_loop) 933 while (!tmp_loop)
1108 { 934 {
1109 shstr name = op->name; 935 shstr name = op->name;
1110 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1111 937
1112 remove_statbonus (op); 938 op->remove_statbonus ();
1113 op->remove (); 939 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1116 op->instantiate (); 942 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1119 op->x = x; 945 op->x = x;
1120 op->y = y; 946 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 950 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1126 } 952 }
1127 953
1128 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 956 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 959 op->stats.grace = 0;
1134 960
1135 if (op->msg) 961 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 963
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 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; 965 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} 966}
1190 967
1191void 968void
1192flee_player (object *op) 969flee_player (object *op)
1193{ 970{
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1874 return 0; 1624 return 0;
1875 } 1625 }
1876 1626
1877 arrow->set_owner (op); 1627 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1629 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1630
1884 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1885 { 1632 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1634 op->update_stats ();
1888 } 1635 }
1889 1636
1890 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1902 1649
1903 /* update the speed */ 1650 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 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; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1653
1907 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1911 1656
1912 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1913 { 1658 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1928 1673
1929 if (bow->slaying) 1674 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1931 1676
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1679
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1938 1682
1939 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1684 move_arrow (arrow);
1941 1685
1942 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1968 } 1712 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1714 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1716 wcmod = -1;
1717
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1719 }
1975 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1976 { 1721 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1792
2048 if (item->arch) 1793 if (item->arch)
2049 { 1794 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2052 item->speed = 0; 1797 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1798 }
1799
2055 if ((tmp = item->in_player ())) 1800 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1802 }
2058 } 1803 }
2059 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1805 drain_rod_charge (item);
2062 }
2063 } 1806 }
2064} 1807}
2065 1808
2066/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2067 */ 1810 */
2106 { 1849 {
2107 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return; 1852 return;
2110 } 1853 }
1854
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1856 return;
2113 case range_builder: 1857 case range_builder:
2114 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2115 return; 1859 return;
2116 default: 1860 default:
2283 */ 2027 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 { 2029 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2031 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2289 if (!m) 2033 if (!m)
2290 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2291 } 2035 }
2292 else 2036 else
2293 m = op->map; 2037 m = op->map;
2294 2038
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2039 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; 2040 return;
2299 }
2300 2041
2301 mon = 0; 2042 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* 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. 2044 * 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 2045 * 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))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2099 {
2359 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2101 if (op->contr->braced)
2361 return; 2102 return;
2103
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2107 make_visible (op);
2108
2366 return; 2109 return;
2367 } 2110 }
2368 2111
2369 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2384 !on_battleground)) 2127 !on_battleground))
2385 { 2128 {
2386 if (!op->contr->braced) 2129 if (!op->contr->braced)
2387 { 2130 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2390 } 2133 }
2391 else 2134 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2393 2136
2394 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2409 * Way it works is like this: First, it must have some hit points 2152 * 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: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2156 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 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))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2159 {
2418 2160
2419 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2453int 2195int
2454move_player (object *op, int dir) 2196move_player (object *op, int dir)
2455{ 2197{
2456 int pick; 2198 int pick;
2457 2199
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2201 return 0;
2460 2202
2461 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2463 { 2205 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2207 return 0;
2466 } 2208 }
2467 2209
2468 /* peterm: added following line */ 2210 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471 2213
2472 op->facing = dir; 2214 op->facing = dir;
2473 2215
2551 2293
2552 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2296 * called, so we recheck it here.
2555 */ 2297 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2298 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2299 return 1;
2558 ;
2559 2300
2560 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2561 return 0; 2302 {
2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2304 {
2565 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2306 op->speed_left--;
2567 2307
2568 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2571 */ 2311 */
2572 move_player (op, op->direction); 2312 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2313
2574 return 1; 2314 return op->speed_left > 0;
2575 else 2315 }
2576 return 0;
2577 } 2316 }
2578 2317
2579 return 0; 2318 return 0;
2580} 2319}
2581 2320
2601 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2602 2341
2603 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2604 op->stats.food = 999; 2343 op->stats.food = 999;
2605 2344
2606 fix_player (op); 2345 op->update_stats ();
2607 return 1; 2346 return 1;
2608 } 2347 }
2609 2348
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623{ 2362{
2624 object *next; 2363 object *next;
2625 2364
2626 while (op) 2365 while (op)
2627 { 2366 {
2628 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2368
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2370 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2639 } 2375 }
2640 else if (op->inv) 2376 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2642 2378
2643 op = next; 2379 op = next;
2644 } 2380 }
2645} 2381}
2646
2647 2382
2648/* 2383/*
2649 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2421 strcat (buf2, buf);
2687 2422
2688 return buf2; 2423 return buf2;
2689} 2424}
2690
2691
2692 2425
2693void 2426void
2694do_some_living (object *op) 2427do_some_living (object *op)
2695{ 2428{
2696 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2705 const int max_grace = 1; 2438 const int max_grace = 1;
2706 2439
2707 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2708 { 2441 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 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) 2443 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]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2445 }
2713 2446
2714 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2715 { 2448 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2453 else
2722 { 2454 {
2723 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2457 }
2458
2726 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2461 else
2729 { 2462 {
2730 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2465 }
2466
2733 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2469 else
2736 { 2470 {
2737 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2753 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2489 op->stats.food = last_food;
2756 } 2490 }
2757 } 2491 }
2492
2758 if (max_sp > 1) 2493 if (max_sp > 1)
2759 { 2494 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2496 if (over_sp > 0)
2762 { 2497 {
2763 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2764 { 2499 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2503 op->stats.sp--;
2504
2768 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2770 } 2507 }
2771 op->last_sp = 0; 2508 op->last_sp = 0;
2772 } 2509 }
2773 else 2510 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2512 }
2778 else 2513 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2515 }
2783 2516
2784 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2787 { 2520 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2790 if (max_grace > 1) 2524 if (max_grace > 1)
2791 { 2525 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2527 if (over_grace > 0)
2794 { 2528 {
2822 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2558 op->stats.food = last_food;
2825 } 2559 }
2826 } 2560 }
2561
2827 if (max_hp > 1) 2562 if (max_hp > 1)
2828 { 2563 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2565 if (over_hp > 0)
2831 { 2566 {
2855 2590
2856 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2593 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2860 /* dms do not consume food */ 2596 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2598 op->stats.food--;
2863 } 2599 }
2864 }
2865 2600
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2602 {
2868 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2869 2604
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2606 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2614 break;
2880 } 2615 }
2881 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2882 flesh = tmp; 2617 flesh = tmp;
2883 } /* End if paid for object */ 2618 } /* End if paid for object */
2884 } /* end of for loop */ 2619 } /* end of for loop */
2620
2885 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2622 * eat flesh instead.
2887 */ 2623 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2625 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2892 } 2628 }
2893 } /* end if player is starving */ 2629 }
2894 2630
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2897 2633
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2635 kill_player (op);
2636 }
2900} 2637}
2901
2902
2903 2638
2904/* If the player should die (lack of hp, food, etc), we call this. 2639/* 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 2640 * 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 2641 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2642 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 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..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2674
2940 /* restore player */ 2675 /* restore player */
2941 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2678 {
2945 tmp->destroy (); 2679 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2681 }
2948 2682
2949 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2685 {
2953 tmp->destroy (); 2686 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2688 }
2956 2689
2958 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2693 op->stats.food = 999;
2961 2694
2962 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2697 {
2966 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2699 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " 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); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2703 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2974 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2707 }
2977 2708
2978 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2711 op->contr->braced = 0;
2985 2716
2986 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2987 2718
2988 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2989 { 2720 {
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); 2721 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2999 } 2723 }
3000 else 2724 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); 2725 sprintf (buf, "%s died.", &op->name);
3010 } 2726
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2728
3013 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3014 x = op->x; 2730 x = op->x;
3015 y = op->y; 2731 y = op->y;
3016 map = op->map; 2732 map = op->map;
3017 2733
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2735 * 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. 2736 * See the config.h file for a little more in depth detail about this.
3024 */ 2737 */
3025 2738
3026 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2741 * of death.
3029 */ 2742 */
3030#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3032 { 2745 {
3033 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2748 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2751 little bit harder. */
3039 /* GD */ 2752 /* GD */
3040 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2754 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2755 else
3046 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3047 num_stats_lose = 1; 2759 num_stats_lose = 1;
3048 } 2760
3049 lost_a_stat = 0; 2761 lost_a_stat = 0;
3050 2762
3051 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3052 { 2764 {
3053 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3054 2766
3055 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3056 { 2768 {
3057 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3058 * what he lost. 2770 * what he lost.
3059 */ 2771 */
3060 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3066 } 2790 }
3067 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3068 { 2793 {
3069 /* deplete a stat */ 2794 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3071 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3072 2797 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2798 {
3076 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3078 } 2801
3079 lose_this_stat = 1; 2802 /* 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) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2808 {
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; 2809 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2811 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 } 2812 }
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 */ 2813 else
3121 if (this_stat >= -50)
3122 { 2814 {
3123 change_attr_value (&(dep->stats), i, -1); 2815 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; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2820 }
3129 } 2821 }
3130 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3131 } 2841 }
2842 }
2843 }
3132 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2845 if (!lost_a_stat)
3134 { 2846 {
3135 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3138 2850
3139 if (god && (strcmp (god, "none"))) 2851 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); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2853 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2855 }
3144#else 2856#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2858#endif
3147 2859
3148 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2861 * exp loss on the stone.
3150 */ 2862 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2865 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2867 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); 2868 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; 2869 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2872
3161 /**************************************/ 2873 /**************************************/
3162 /* */ 2874 /* */
3163 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3166 /* */ 2878 /* */
3167 /**************************************/ 2879 /**************************************/
3168 2880
3169 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2882 /* restore player */
3171 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3173 2885
3174 if (tmp) 2886 if (tmp)
3175 { 2887 {
3176 tmp->destroy (); 2888 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2890 }
3179 2891
3180 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2894 if (tmp)
3183 { 2895 {
3184 tmp->destroy (); 2896 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2898 }
3187 2899
3188 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3189 2901
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3193 op->stats.food = 900; 2905 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2909
3198 /* 2910 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2911 * 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 2912 * the player has any unpaid items. If so, remove them and put them back
3201 * in the map. 2913 * in the map.
3202 */ 2914 */
3203 2915
3204 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3206 2918
3207 /****************************************/ 2919 /****************************************/
3208 /* */ 2920 /* */
3209 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3211 /* */ 2923 /* */
3212 /****************************************/ 2924 /****************************************/
3213 2925
3214 enter_player_savebed (op); 2926 enter_player_savebed (op);
3215 2927
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2928 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2929
3222 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2933 * on the space that might harm the player.
3226 */ 2934 */
3227 will_kill_again = 0; 2935 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3231 2939
3232 if (will_kill_again) 2940 if (will_kill_again)
3233 { 2941 {
3234 object *force; 2942 object *force;
3235 int at; 2943 int at;
3236 2944
3237 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2947 force->speed = 0.1;
3240 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2952 force->resist[at] = 100;
3245 2953
3246 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3247 fix_player (op); 2955 op->update_stats ();
3248 2956
3249 } 2957 }
3250 2958
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 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} 2960}
3320
3321 2961
3322void 2962void
3323loot_object (object *op) 2963loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3326 2966
3327 if (op->container) 2967 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3330 }
3331 2969
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3333 { 2971 {
3334 next = tmp->below; 2972 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3336 continue; 2975 continue;
2976
3337 tmp->remove (); 2977 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2980 { /* empty container to ground */
3341 loot_object (tmp); 2981 loot_object (tmp);
3363 */ 3003 */
3364 3004
3365void 3005void
3366fix_weight (void) 3006fix_weight (void)
3367{ 3007{
3368 player *pl; 3008 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 3009 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 3011
3374 if (old == sum) 3012 if (old == sum)
3375 continue; 3013 continue;
3376 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 3016 }
3379} 3017}
3380 3018
3381void 3019void
3382fix_luck (void) 3020fix_luck (void)
3383{ 3021{
3384 player *pl; 3022 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3389} 3025}
3390
3391 3026
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3395 */ 3030 */
3396
3397void 3031void
3398cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3399{ 3033{
3400 object *skop, *spob; 3034 object *skop, *spob;
3401 3035
3446 object *tmp = NULL; 3080 object *tmp = NULL;
3447 3081
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3083 return 1;
3450 3084
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; 3085 return 0;
3457} 3086}
3458 3087
3459/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3516 3145
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3147
3519 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3520 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3523 { 3151 {
3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3525 make_visible (op); 3153 make_visible (op);
3526 return; 3154 return;
3527 } 3155 }
3528 else 3156 else
3529 num += 20; 3157 num += 20;
3530 } 3158
3531 num += op->map->difficulty; 3159 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3161 num -= hide;
3162
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3164 {
3536 make_visible (op); 3165 make_visible (op);
3537 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3539 } 3168 }
3540 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3541 {
3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3543 }
3544} 3171}
3545 3172
3546/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3547 3174
3548int 3175int
3615 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3616 { 3243 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3245 return -1;
3619 } 3246 }
3247
3620 if (!pl || !op) 3248 if (!pl || !op)
3621 return 0; 3249 return 0;
3622 3250
3623 if (op->head)
3624 {
3625 op = op->head; 3251 op = op->head_ ();
3626 } 3252
3627 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3628 3254
3629 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3256 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3639 3265
3640 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values. 3268 * for any meaningful values.
3643 */ 3269 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3647 return 1; 3273 return 1;
3648 op = op->more; 3274 op = op->more;
3649 } 3275 }
3650 return 0; 3276 return 0;
3651} 3277}
3761 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3762 return; 3388 return;
3763 3389
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3391
3766 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3767 { 3393 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3395 return;
3770 } 3396 }
3771 3397
3837 { 3463 {
3838 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3465 object *skin;
3840 3466
3841 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 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); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3843 if (skin == NULL) 3472 if (!skin)
3844 return; 3473 return;
3845 3474
3846 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3477 {
3893 * not readied. 3522 * not readied.
3894 */ 3523 */
3895void 3524void
3896player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3897{ 3526{
3898 rangetype i;
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3903 { 3529 {
3904 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3905 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3908 }
3909 } 3533 }
3910 }
3911} 3534}

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