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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 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
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
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 ob->container = 0; //TODO: client-specific
219
220 ns->update_look = 0;
221 ns->look_position = 0;
222
223 clear_los (ob);
224
225 ns->reset_stats ();
226
227 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250
251 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob))
253 {
254 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force)
262 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force)
264 skin = tmp;
265
266 set_dragon_name (ob, abil, skin);
267 }
268
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270
271 esrv_new_player (this, ob->weight + ob->carrying);
272
273 ob->update_stats ();
274 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
306}
307
308// the need for this function can be explained
309// by load_object not returning the object
310void
311player::set_object (object *op)
312{
313 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */
315
316 ob->speed_left = 0.5;
317 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 16; /* Every 2 seconds */
331 outputs_count = 8; /* Keeps present behaviour */
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal;
339 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers;
342 peaceful = 1; /* default peaceful */
343 do_los = 1;
344}
345
346void
347player::do_destroy ()
348{
349 disconnect ();
350
351 attachable::do_destroy ();
352
353 if (ob)
354 {
355 ob->destroy_inv (false);
356 ob->destroy ();
357 }
358}
359
360player::~player ()
361{
362 /* Clear item stack */
363 free (stack_items);
364}
365
321/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
323 * mode. 368 * mode.
324 */ 369 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 370player *
371player::create ()
372{
373 player *pl = new player;
330 374
331 p = get_player (NULL); 375 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 376 set_first_map (pl->ob);
345 377
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 378 return pl;
354} 379}
355 380
356/* 381/*
357 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
367 { 392 {
368 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
369 at = first_archetype; 394 at = first_archetype;
370 else 395 else
371 at = at->next; 396 at = at->next;
397
372 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
373 return at; 399 return at;
400
374 if (at == start) 401 if (at == start)
375 { 402 {
376 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 404 exit (-1);
378 } 405 }
379 } 406 }
380} 407}
381 408
382
383object * 409object *
384get_nearest_player (object *mon) 410get_nearest_player (object *mon)
385{ 411{
386 object *op = NULL; 412 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 413 objectlink *ol;
389 unsigned lastdist; 414 unsigned lastdist;
390 rv_vector rv; 415 rv_vector rv;
391 416
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 418 {
394 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 426 object *tmp = ol->ob;
402 427
403 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 429 * itself will have been cleared.
405 */ 430 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
407 ol = ol->next; 433 ol = ol->next;
408 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
409 if (!ol) 435 if (!ol)
410 return op; 436 return op;
411 } 437 }
424 { 450 {
425 op = ol->ob; 451 op = ol->ob;
426 lastdist = rv.distance; 452 lastdist = rv.distance;
427 } 453 }
428 } 454 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 455
430 { 456 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
435 { 459 {
436 op = pl->ob; 460 op = pl->ob;
437 lastdist = rv.distance; 461 lastdist = rv.distance;
438 } 462 }
439 } 463
440 }
441#if 0 464#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 466#endif
444 return op; 467 return op;
445} 468}
463 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 488 * is probably not a good thing.
466 */ 489 */
467#define MAX_SPACES 50 490#define MAX_SPACES 50
468
469 491
470/* 492/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 672 {
651 remove_ob (op); 673 op->destroy ();
652 free_object (op);
653 continue; 674 continue;
654 } 675 }
655 } 676 }
656 677
657 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
669 break; 690 break;
670 691
671 if (tmp) 692 if (tmp)
672 { 693 {
673 remove_ob (op); 694 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 696 continue;
677 } 697 }
698
678 if (op->nrof > 1) 699 if (op->nrof > 1)
679 op->nrof = 1; 700 op->nrof = 1;
680 } 701 }
681 702
682 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 717 }
697 if (op->type == SPELL) 718 if (op->type == SPELL)
698 { 719 {
699 remove_ob (op); 720 op->destroy ();
700 free_object (op);
701 continue; 721 continue;
702 } 722 }
703 else if (op->type == SKILL) 723 else if (op->type == SKILL)
704 { 724 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
715 link_player_skills (pl); 735 link_player_skills (pl);
716} 736}
717 737
718void 738void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
803{ 740{
804 if (party == NULL) 741 if (party == NULL)
805 { 742 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 744 return;
808 } 745 }
746
809 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 751}
814
815 752
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 754static int
818roll_stat (void) 755roll_stat (void)
819{ 756{
820 int a[4], i, j, k; 757 int a[4], i, j, k;
821 758
822 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 763 if (a[i] < k)
827 k = a[i], j = i; 764 k = a[i], j = i;
828 765
829 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 767 if (i != j)
832 k += a[i]; 768 k += a[i];
833 } 769
834 return k; 770 return k;
835} 771}
836 772
837void 773void
838roll_stats (object *op) 774object::roll_stats ()
839{ 775{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 776 int statsort [7];
843 777
844 do 778 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 779 {
855 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
856 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
857 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 790
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
890 798
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 799 stats.exp = 0;
902 op->stats.ac = 0; 800 stats.ac = 0;
903 801
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
912 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
913} 814}
914 815
915void 816void
916Roll_Again (object *op) 817object::swap_stats (int a, int b)
917{ 818{
918 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 822
923void 823 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
925{ 855{
926 signed char tmp;
927 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
928 857
929 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 862}
1044 863
1045/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1049 * not the class. 868 * not the class.
1050 */ 869 */
1051
1052int 870int
1053key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1054{ 872{
1055 int tmp_loop; 873 int tmp_loop;
1056 874
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1064 { 876 {
1065 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1066 878
1067 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1070 885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (op->msg)
1077 op->msg = NULL; 892 op->msg = NULL;
1078 893
1079 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1080 * to save here. 895 * to save here.
1081 */ 896 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 903 link_player_skills (op);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1093 fix_player (op); 905 op->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 free_object (tmp); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927
1117 return 0; 928 return 0;
1118 } 929 }
1119 930
1120 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1125 while (!tmp_loop) 936 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = op->name;
1128 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1129 940
1130 remove_statbonus (op); 941 op->remove_statbonus ();
1131 remove_ob (op); 942 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1134 op->instantiate (); 945 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1137 op->x = x; 948 op->x = x;
1138 op->y = y; 949 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 953 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1144 } 955 }
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 959 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 962 op->stats.grace = 0;
1152 963
1153 if (op->msg) 964 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 966
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 968 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 969}
1208 970
1209void 971void
1210flee_player (object *op) 972flee_player (object *op)
1211{ 973{
1241 { 1003 {
1242 op->enemy = NULL; 1004 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1006 return;
1245 } 1007 }
1008
1246 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1247 1010
1248 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1250 { 1013 {
1251 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1252 1015
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1017 return;
1256 }
1257 } 1018 }
1019
1258 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1022 op->enemy = NULL;
1261} 1023}
1262 1024
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1112 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1117 }
1118
1384 /* philosophy: 1119 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1124 * example.
1390 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1553 if (!dir)
1819 { 1554 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1556 return 0;
1822 } 1557 }
1558
1823 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1825 else 1561 else
1826 { 1562 {
1827 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1835 { 1571 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1573 return 0;
1838 } 1574 }
1839 } 1575 }
1576
1840 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1841 { 1578 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1580 return 0;
1844 } 1581 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1584
1848 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1851 if (bowspeed < 1) 1589 if (bowspeed < 1)
1852 bowspeed = 1; 1590 bowspeed = 1;
1853 1591
1854 if (arrow == NULL) 1592 if (arrow == NULL)
1855 { 1593 {
1861 else 1599 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1601 return 0;
1864 } 1602 }
1865 } 1603 }
1604
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1607 return 0;
1870 } 1608
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1610 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1612 return 0;
1875 } 1613 }
1876 1614
1877 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1879 { 1617 {
1880 remove_ob (arrow); 1618 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1619 return 0;
1883 } 1620 }
1884 1621
1885 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1624 if (!arrow)
1888 { 1625 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1627 return 0;
1891 } 1628 }
1892 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1632 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1633
1899 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1900 { 1635 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1637 op->update_stats ();
1903 } 1638 }
1904 1639
1905 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1911 1646
1912 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1914 */ 1649 */
1915 1650
1917 1652
1918 /* update the speed */ 1653 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921 1656
1922 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1926 1659
1927 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1928 { 1661 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1939 } 1672 }
1940 1673
1941 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1943 1676
1944 if (bow->slaying != NULL) 1677 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1946 1679
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1682
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1953 1685
1954 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1687 move_arrow (arrow);
1956 1688
1957 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1983 } 1715 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1717 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1719 wcmod = -1;
1720
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1722 }
1990 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1991 { 1724 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2062 1795
2063 if (item->arch) 1796 if (item->arch)
2064 { 1797 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2067 item->speed = 0; 1800 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1801 }
1802
2070 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1805 }
2073 } 1806 }
2074 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1808 drain_rod_charge (item);
2077 }
2078 } 1809 }
2079} 1810}
2080 1811
2081/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2082 */ 1813 */
2105 case range_misc: 1836 case range_misc:
2106 fire_misc_object (op, dir); 1837 fire_misc_object (op, dir);
2107 return; 1838 return;
2108 1839
2109 case range_golem: /* Control summoned monsters from scrolls */ 1840 case range_golem: /* Control summoned monsters from scrolls */
2110 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 { 1842 {
2112 op->contr->ranges[range_golem] = NULL; 1843 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none; 1844 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 } 1845 }
2116 else 1846 else
2117 control_golem (op->contr->ranges[range_golem], dir); 1847 control_golem (op->contr->ranges[range_golem], dir);
2118 return; 1848 return;
2119 1849
2122 { 1852 {
2123 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2125 return; 1855 return;
2126 } 1856 }
1857
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return; 1859 return;
2129 case range_builder: 1860 case range_builder:
2130 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2131 return; 1862 return;
2132 default: 1863 default:
2226 * 0 otherwise 1957 * 0 otherwise
2227 */ 1958 */
2228static int 1959static int
2229player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2230{ 1961{
2231
2232 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a use a key. If we do destroy the door,
2233 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
2234 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2235 */ 1965 */
2236 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2274 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2278 */ 2008 */
2279
2280void 2009void
2281move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2282{ 2011{
2283 object *tmp, *mon; 2012 object *tmp, *mon;
2284 sint16 nx, ny; 2013 sint16 nx, ny;
2286 maptile *m; 2015 maptile *m;
2287 2016
2288 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2290 2019
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2292 2021
2293 /* If braced, or can't move to the square, and it is not out of the 2022 /* If braced, or can't move to the square, and it is not out of the
2294 * map, attack it. Note order of if statement is important - don't 2023 * map, attack it. Note order of if statement is important - don't
2295 * want to be calling move_ob if braced, because move_ob will move the 2024 * want to be calling move_ob if braced, because move_ob will move the
2296 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2301 */ 2030 */
2302 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2303 { 2032 {
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2305 { 2034 {
2306 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2307 if (!m) 2036 if (!m)
2308 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2309 } 2038 }
2310 else 2039 else
2311 m = op->map; 2040 m = op->map;
2312 2041
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2314 {
2315 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2316 return; 2043 return;
2317 }
2318 2044
2319 mon = NULL; 2045 mon = 0;
2320 /* Go through all the objects, and find ones of interest. Only stop if 2046 /* Go through all the objects, and find ones of interest. Only stop if
2321 * we find a monster - that is something we know we want to attack. 2047 * we find a monster - that is something we know we want to attack.
2322 * if its a door or barrel (can roll) see if there may be monsters 2048 * if its a door or barrel (can roll) see if there may be monsters
2323 * on the space 2049 * on the space
2324 */ 2050 */
2325 while (tmp != NULL) 2051 while (tmp)
2326 { 2052 {
2327 if (tmp == op) 2053 if (tmp == op)
2328 { 2054 {
2329 tmp = tmp->above; 2055 tmp = tmp->above;
2330 continue; 2056 continue;
2340 mon = tmp; 2066 mon = tmp;
2341 2067
2342 tmp = tmp->above; 2068 tmp = tmp->above;
2343 } 2069 }
2344 2070
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2072 return; /* into a wall */
2347 2073
2348 if (mon->head != NULL) 2074 if (mon->head)
2349 mon = mon->head; 2075 mon = mon->head;
2350 2076
2351 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2352 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2353 return; 2079 return;
2365 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2366 */ 2092 */
2367 if ((op->type == PLAYER) 2093 if ((op->type == PLAYER)
2368#if COZY_SERVER 2094#if COZY_SERVER
2369 && 2095 &&
2370 ((get_owner (mon) && get_owner (mon)->contr 2096 ((mon->owner && mon->owner->contr
2371 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2372#else 2098#else
2373 && get_owner (mon) == op 2099 && mon->owner == op
2374#endif 2100#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2102 {
2377 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2378 if (op->contr->braced) 2104 if (op->contr->braced)
2379 return; 2105 return;
2106
2380 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2381 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2382 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2110 make_visible (op);
2111
2384 return; 2112 return;
2385 } 2113 }
2386 2114
2387 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2390 * attack them either. 2118 * attack them either.
2391 */ 2119 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2393 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2394#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2395 (op->contr->peaceful 2123 (op->contr->peaceful
2396 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2397 && mon->contr-> 2125 && mon->contr->
2398 peaceful)) && 2126 peaceful)) &&
2399#else 2127#else
2400 op->contr->peaceful && 2128 op->contr->peaceful &&
2401#endif 2129#endif
2402 !on_battleground)) 2130 !on_battleground))
2403 { 2131 {
2404 if (!op->contr->braced) 2132 if (!op->contr->braced)
2405 { 2133 {
2406 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2407 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2408 } 2136 }
2409 else 2137 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2139
2413 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2141 make_visible (op);
2415 } 2142 }
2416 2143
2417 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2428 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2429 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2430 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2431 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2432 */ 2159 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2435 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2436 { 2162 {
2437 2163
2438 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2446 2172
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 } 2174 }
2449 2175
2450 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2451 2177
2452 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2455 * the wiz. 2181 * the wiz.
2457 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2458 { 2184 {
2459 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2460 2186
2461 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2463 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2464 } 2190 }
2191
2465 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2466 make_visible (op); 2193 make_visible (op);
2467 } 2194 }
2468 } /* if player should attack something */ 2195 } /* if player should attack something */
2469} 2196}
2471int 2198int
2472move_player (object *op, int dir) 2199move_player (object *op, int dir)
2473{ 2200{
2474 int pick; 2201 int pick;
2475 2202
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2477 return 0; 2204 return 0;
2478 2205
2479 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2481 { 2208 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2210 return 0;
2484 } 2211 }
2485 2212
2486 /* peterm: added following line */ 2213 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2489 2216
2490 op->facing = dir; 2217 op->facing = dir;
2491 2218
2504 2231
2505 /* Add special check for newcs players and fire on - this way, the 2232 /* Add special check for newcs players and fire on - this way, the
2506 * server can handle repeat firing. 2233 * server can handle repeat firing.
2507 */ 2234 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2236 op->direction = dir;
2511 }
2512 else 2237 else
2513 {
2514 op->direction = 0; 2238 op->direction = 0;
2515 } 2239
2516 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2242 * for players.
2519 */ 2243 */
2520 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2565 /* I've been seeing crashes where the golem has been destroyed, but 2289 /* I've been seeing crashes where the golem has been destroyed, but
2566 * the player object still points to the defunct golem. The code that 2290 * the player object still points to the defunct golem. The code that
2567 * destroys the golem looks correct, and it doesn't always happen, so 2291 * destroys the golem looks correct, and it doesn't always happen, so
2568 * put this in a a workaround to clean up the golem pointer. 2292 * put this in a a workaround to clean up the golem pointer.
2569 */ 2293 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2572 {
2573 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2574 op->contr->golem_count = 0;
2575 }
2576 2296
2577 /* call this here - we also will call this in do_ericserver, but 2297 /* call this here - we also will call this in do_ericserver, but
2578 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2299 * called, so we recheck it here.
2580 */ 2300 */
2581 HandleClient (&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2582 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2583 return 0; 2305 {
2584
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2307 {
2587 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--; 2309 op->speed_left--;
2589 2310
2590 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2591 * of it. Also, some of the skill stuff is only put in 2312 * of it. Also, some of the skill stuff is only put in
2592 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2593 */ 2314 */
2594 move_player (op, op->direction); 2315 move_player (op, op->direction);
2595 if (op->speed_left > 0) 2316
2596 return 1; 2317 return op->speed_left > 0;
2597 else 2318 }
2598 return 0;
2599 } 2319 }
2320
2600 return 0; 2321 return 0;
2601} 2322}
2602 2323
2603int 2324int
2604save_life (object *op) 2325save_life (object *op)
2605{ 2326{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2328 return 0;
2610 2329
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2332 {
2614 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335
2616 if (op->contr) 2336 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2338
2619 free_object (tmp); 2339 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2621 if (op->stats.hp < 0) 2342 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2623 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2624 op->stats.food = 999; 2346 op->stats.food = 999;
2625 fix_player (op); 2347
2348 op->update_stats ();
2626 return 1; 2349 return 1;
2627 } 2350 }
2351
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2355 return 0;
2632} 2356}
2641{ 2365{
2642 object *next; 2366 object *next;
2643 2367
2644 while (op) 2368 while (op)
2645 { 2369 {
2646 next = op->below; /* Make sure we have a good value, in case 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2647 * we remove object 'op' 2371
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2373 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2657 } 2378 }
2658 else if (op->inv) 2379 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2660 op = next; 2382 op = next;
2661 } 2383 }
2662} 2384}
2663
2664 2385
2665/* 2386/*
2666 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2403 else
2683 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2407 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2687 sprintf (buf, "who was in level %d when killed\n", op->level); 2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2688 else 2410 else
2689 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2414 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2693 { 2416 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2419 strcat (buf2, buf);
2697 } 2420 }
2421
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2701 return buf2; 2426 return buf2;
2702} 2427}
2703
2704
2705 2428
2706void 2429void
2707do_some_living (object *op) 2430do_some_living (object *op)
2708{ 2431{
2709 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2718 const int max_grace = 1; 2441 const int max_grace = 1;
2719 2442
2720 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2721 { 2444 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2724 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2725 } 2448 }
2726 2449
2727 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2728 { 2451 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2456 else
2735 { 2457 {
2736 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2460 }
2461
2739 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2464 else
2742 { 2465 {
2743 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2468 }
2469
2746 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2472 else
2749 { 2473 {
2750 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2766 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2767 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2768 op->stats.food = last_food; 2492 op->stats.food = last_food;
2769 } 2493 }
2770 } 2494 }
2495
2771 if (max_sp > 1) 2496 if (max_sp > 1)
2772 { 2497 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2499 if (over_sp > 0)
2775 { 2500 {
2776 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2777 { 2502 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2779 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2780 op->stats.sp--; 2506 op->stats.sp--;
2507
2781 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2783 } 2510 }
2784 op->last_sp = 0; 2511 op->last_sp = 0;
2785 } 2512 }
2786 else 2513 else
2787 {
2788 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);
2789 }
2790 } 2515 }
2791 else 2516 else
2792 {
2793 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2794 }
2795 } 2518 }
2796 2519
2797 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2798 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2799 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2800 { 2523 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2803 if (max_grace > 1) 2527 if (max_grace > 1)
2804 { 2528 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2530 if (over_grace > 0)
2807 { 2531 {
2835 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2836 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2837 op->stats.food = last_food; 2561 op->stats.food = last_food;
2838 } 2562 }
2839 } 2563 }
2564
2840 if (max_hp > 1) 2565 if (max_hp > 1)
2841 { 2566 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2568 if (over_hp > 0)
2844 { 2569 {
2868 2593
2869 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2870 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2871 else 2596 else
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2873 /* dms do not consume food */ 2599 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2601 op->stats.food--;
2876 } 2602 }
2877 }
2878 2603
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2605 {
2881 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2882 2607
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 { 2609 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2617 break;
2893 } 2618 }
2894 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2895 flesh = tmp; 2620 flesh = tmp;
2896 } /* End if paid for object */ 2621 } /* End if paid for object */
2897 } /* end of for loop */ 2622 } /* end of for loop */
2623
2898 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2899 * eat flesh instead. 2625 * eat flesh instead.
2900 */ 2626 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2628 {
2903 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2904 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2905 } 2631 }
2906 } /* end if player is starving */ 2632 }
2907 2633
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2910 2636
2911 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2912 kill_player (op); 2638 kill_player (op);
2639 }
2913} 2640}
2914
2915
2916 2641
2917/* If the player should die (lack of hp, food, etc), we call this. 2642/* If the player should die (lack of hp, food, etc), we call this.
2918 * op is the player in jeopardy. If the player can not be saved (not 2643 * op is the player in jeopardy. If the player can not be saved (not
2919 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2645 * file.
2950 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2951 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2952 2677
2953 /* restore player */ 2678 /* restore player */
2954 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2681 {
2958 remove_ob (tmp); 2682 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2684 }
2962 2685
2963 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2688 {
2967 remove_ob (tmp); 2689 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2691 }
2971 2692
2972 cure_disease (op, 0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2696 op->stats.food = 999;
2976 2697
2977 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2700 {
2981 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2702 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2984 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2706 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2989 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2710 }
2992 2711
2993 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2714 op->contr->braced = 0;
3000 2719
3001 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
3002 2721
3003 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
3004 { 2723 {
3005 if (op->contr->explore)
3006 {
3007 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3008 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3009 op->stats.food = 999;
3010 return;
3011 }
3012 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3013 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3014 } 2726 }
3015 else 2727 else
3016 {
3017 if (op->contr->explore)
3018 {
3019 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3020 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3021 op->stats.hp = op->stats.maxhp;
3022 return;
3023 }
3024 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3025 } 2729
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3027 2731
3028 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3029 x = op->x; 2733 x = op->x;
3030 y = op->y; 2734 y = op->y;
3031 map = op->map; 2735 map = op->map;
3032 2736
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
3038 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
3039 */ 2740 */
3040 2741
3041 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2744 * of death.
3044 */ 2745 */
3045#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3047 { 2748 {
3048 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3049 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
3050 more if they do. */ 2751 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2754 little bit harder. */
3054 /* GD */ 2755 /* GD */
3055 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2757 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2758 else
3061 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3062 num_stats_lose = 1; 2762 num_stats_lose = 1;
3063 } 2763
3064 lost_a_stat = 0; 2764 lost_a_stat = 0;
3065 2765
3066 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3067 { 2767 {
3068 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3069 2769
3070 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3071 { 2771 {
3072 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
3073 * what he lost. 2773 * what he lost.
3074 */ 2774 */
3075 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 lost_a_stat = 1; 2780 lost_a_stat = 1;
2781 }
2782 else
2783 {
2784 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion");
2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2790 {
2791 dep = arch_to_object (deparch);
2792 insert_ob_in_ob (dep, op);
3081 } 2793 }
3082 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3083 { 2796 {
3084 /* deplete a stat */ 2797 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3086 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3087 2800 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2801 {
3091 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3093 } 2804
3094 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 if (this_stat < 0) 2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 { 2811 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2812 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2814 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2815 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2816 else
3136 if (this_stat >= -50)
3137 { 2817 {
3138 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 lost_a_stat = 1; 2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
3143 } 2823 }
3144 } 2824 }
3145 } 2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2837 {
2838 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats ();
2842 lost_a_stat = 1;
2843 }
3146 } 2844 }
2845 }
2846 }
3147 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2848 if (!lost_a_stat)
3149 { 2849 {
3150 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3153 2853
3154 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3155 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3156 else 2856 else
3157 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3158 } 2858 }
3159#else 2859#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2861#endif
3162 2862
3163 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2864 * exp loss on the stone.
3165 */ 2865 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2868 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3171 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); 2871 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);
3172 tmp->msg = buf; 2872 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2875
3176 /**************************************/ 2876 /**************************************/
3177 /* */ 2877 /* */
3178 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3181 /* */ 2881 /* */
3182 /**************************************/ 2882 /**************************************/
3183 2883
3184 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2885 /* restore player */
3186 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
2888
3188 if (tmp) 2889 if (tmp)
3189 { 2890 {
3190 remove_ob (tmp); 2891 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2893 }
3194 2894
3195 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2897 if (tmp)
3198 { 2898 {
3199 remove_ob (tmp); 2899 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2901 }
3203 2902
3204 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3205 2904
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3209 op->stats.food = 900; 2908 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2912
3214 /* 2913 /*
3215 * Check to see if the player is in a shop. IF so, then check to see if 2914 * Check to see if the player is in a shop. IF so, then check to see if
3216 * the player has any unpaid items. If so, remove them and put them back 2915 * the player has any unpaid items. If so, remove them and put them back
3217 * in the map. 2916 * in the map.
3218 */ 2917 */
3219 2918
3220 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3222 2921
3223 /****************************************/ 2922 /****************************************/
3224 /* */ 2923 /* */
3225 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3227 /* */ 2926 /* */
3228 /****************************************/ 2927 /****************************************/
3229 2928
3230 enter_player_savebed (op); 2929 enter_player_savebed (op);
3231 2930
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2931 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2932
3238 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2936 * on the space that might harm the player.
3242 */ 2937 */
3243 will_kill_again = 0; 2938 will_kill_again = 0;
3244 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3245 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3247 2942
3248 if (will_kill_again) 2943 if (will_kill_again)
3249 { 2944 {
3250 object *force; 2945 object *force;
3251 int at; 2946 int at;
3252 2947
3253 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2950 force->speed = 0.1;
3256 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3257 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2955 force->resist[at] = 100;
3261 2956
3262 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3263 fix_player (op); 2958 op->update_stats ();
3264 2959
3265 } 2960 }
3266 2961
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 {
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275
3276 op->contr->party = NULL;
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 2963}
3336
3337 2964
3338void 2965void
3339loot_object (object *op) 2966loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3342 2969
3343 if (op->container) 2970 if (op->container)
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3346 }
3347 2972
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3349 { 2974 {
3350 next = tmp->below; 2975 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3352 continue; 2978 continue;
3353 remove_ob (tmp); 2979
2980 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3355 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2983 { /* empty container to ground */
3357 loot_object (tmp); 2984 loot_object (tmp);
3358 } 2985 }
3359 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3360 { 2987 {
3361 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3362 { 2989 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 2991 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2993 }
3367 else 2994 else
3368 free_object (tmp); 2995 tmp->destroy ();
3369 } 2996 }
3370 else 2997 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 2999 }
3373} 3000}
3379 */ 3006 */
3380 3007
3381void 3008void
3382fix_weight (void) 3009fix_weight (void)
3383{ 3010{
3384 player *pl; 3011 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 3012 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 3014
3390 if (old == sum) 3015 if (old == sum)
3391 continue; 3016 continue;
3392 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3393 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3394 } 3019 }
3395} 3020}
3396 3021
3397void 3022void
3398fix_luck (void) 3023fix_luck (void)
3399{ 3024{
3400 player *pl; 3025 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3405} 3028}
3406
3407 3029
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3411 */ 3033 */
3412
3413void 3034void
3414cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3415{ 3036{
3416 object *skop, *spob; 3037 object *skop, *spob;
3417 3038
3438 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3439 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3060 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3440 3061
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3063
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3065}
3447 3066
3448void 3067void
3449make_visible (object *op) 3068make_visible (object *op)
3450{ 3069{
3464 object *tmp = NULL; 3083 object *tmp = NULL;
3465 3084
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3467 return 1; 3086 return 1;
3468 3087
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 3088 return 0;
3475} 3089}
3476 3090
3477/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3534 3148
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3536 3150
3537 /* its *extremely* hard to run and sneak/hide at the same time! */ 3151 /* its *extremely* hard to run and sneak/hide at the same time! */
3538 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3541 { 3154 {
3542 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3155 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3543 make_visible (op); 3156 make_visible (op);
3544 return; 3157 return;
3545 } 3158 }
3546 else 3159 else
3547 num += 20; 3160 num += 20;
3548 } 3161
3549 num += op->map->difficulty; 3162 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 3164 num -= hide;
3165
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 3167 {
3554 make_visible (op); 3168 make_visible (op);
3555 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3556 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3557 } 3171 }
3558 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3559 {
3560 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3561 }
3562} 3174}
3563 3175
3564/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3565 3177
3566int 3178int
3593 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3594 continue; 3206 continue;
3595 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3596 continue; 3208 continue;
3597 3209
3598 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3599 { 3211 {
3600 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3601 return 1; 3213 return 1;
3602 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3603 { 3215 {
3633 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3634 { 3246 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3248 return -1;
3637 } 3249 }
3250
3638 if (!pl || !op) 3251 if (!pl || !op)
3639 return 0; 3252 return 0;
3640 3253
3641 if (op->head)
3642 {
3643 op = op->head; 3254 op = op->head_ ();
3644 } 3255
3645 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3646 3257
3647 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3259 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3657 3268
3658 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3659 * code, so we need to restrict ourselves to that range of values 3270 * code, so we need to restrict ourselves to that range of values
3660 * for any meaningful values. 3271 * for any meaningful values.
3661 */ 3272 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3665 return 1; 3276 return 1;
3666 op = op->more; 3277 op = op->more;
3667 } 3278 }
3668 return 0; 3279 return 0;
3669} 3280}
3779 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3780 return; 3391 return;
3781 3392
3782 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3783 3394
3784 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3785 { 3396 {
3786 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3787 return; 3398 return;
3788 } 3399 }
3789 3400
3855 { 3466 {
3856 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3468 object *skin;
3858 3469
3859 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3860 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3473 ;
3474
3861 if (skin == NULL) 3475 if (!skin)
3862 return; 3476 return;
3863 3477
3864 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3480 {
3911 * not readied. 3525 * not readied.
3912 */ 3526 */
3913void 3527void
3914player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3915{ 3529{
3916 rangetype i;
3917
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3919 {
3920 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3921 { 3532 {
3922 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3923 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3926 }
3927 } 3536 }
3928 }
3929} 3537}

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