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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 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#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218 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
307/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
309 * mode. 368 * mode.
310 */ 369 */
311 370player *
312int 371player::create ()
313add_player (client *ns)
314{ 372{
315 player *p = new player; 373 player *pl = new player;
316 374
317 p->socket = ns; 375 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 376 set_first_map (pl->ob);
326 377
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 378 return pl;
336} 379}
337 380
338/* 381/*
339 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
365 408
366object * 409object *
367get_nearest_player (object *mon) 410get_nearest_player (object *mon)
368{ 411{
369 object *op = NULL; 412 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 413 objectlink *ol;
372 unsigned lastdist; 414 unsigned lastdist;
373 rv_vector rv; 415 rv_vector rv;
374 416
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 418 {
377 /* 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
378 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 426 object *tmp = ol->ob;
385 427
386 /* 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
387 * itself will have been cleared. 429 * itself will have been cleared.
388 */ 430 */
389 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 ());
390 ol = ol->next; 433 ol = ol->next;
391 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
392 if (!ol) 435 if (!ol)
393 return op; 436 return op;
394 } 437 }
407 { 450 {
408 op = ol->ob; 451 op = ol->ob;
409 lastdist = rv.distance; 452 lastdist = rv.distance;
410 } 453 }
411 } 454 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 455
413 { 456 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
418 { 459 {
419 op = pl->ob; 460 op = pl->ob;
420 lastdist = rv.distance; 461 lastdist = rv.distance;
421 } 462 }
422 } 463
423 }
424#if 0 464#if 0
425 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)");
426#endif 466#endif
427 return op; 467 return op;
428} 468}
446 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 488 * is probably not a good thing.
449 */ 489 */
450#define MAX_SPACES 50 490#define MAX_SPACES 50
451
452 491
453/* 492/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
696 link_player_skills (pl); 735 link_player_skills (pl);
697} 736}
698 737
699void 738void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
785{ 740{
786 if (party == NULL) 741 if (party == NULL)
787 { 742 {
788 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);
789 return; 744 return;
790 } 745 }
746
791 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
794 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:");
795} 751}
796
797 752
798/* 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. */
799int 754static int
800roll_stat (void) 755roll_stat (void)
801{ 756{
802 int a[4], i, j, k; 757 int a[4], i, j, k;
803 758
804 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 763 if (a[i] < k)
809 k = a[i], j = i; 764 k = a[i], j = i;
810 765
811 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 767 if (i != j)
814 k += a[i]; 768 k += a[i];
815 } 769
816 return k; 770 return k;
817} 771}
818 772
819void 773void
820roll_stats (object *op) 774object::roll_stats ()
821{ 775{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 776 int statsort [7];
825 777
826 do 778 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 779 {
837 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
838 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
839 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 790
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
872 798
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 799 stats.exp = 0;
884 op->stats.ac = 0; 800 stats.ac = 0;
885 801
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
895} 814}
896 815
897void 816void
898Roll_Again (object *op) 817object::swap_stats (int a, int b)
899{ 818{
900 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 822
905void 823 stats.Str = contr->orig_stats.Str;
906Swap_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)
907{ 855{
908 signed char tmp;
909 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
910 857
911 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 862}
1026 863
1027/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1031 * not the class. 868 * not the class.
1032 */ 869 */
1033
1034int 870int
1035key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1036{ 872{
1037 int tmp_loop; 873 int tmp_loop;
1038 874
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1046 { 876 {
1047 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1048 878
1049 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1055 885
1056 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1058 888
1059 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1060 890
1061 if (op->msg) 891 if (op->msg)
1062 op->msg = NULL; 892 op->msg = NULL;
1063 893
1064 /* 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
1065 * to save here. 895 * to save here.
1066 */ 896 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf); 898 make_path_to_file (buf);
1069 899
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 900 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 903 link_player_skills (op);
1077 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1078 fix_player (op); 905 op->update_stats ();
1079 906
1080 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1081 * is one for this race 908 * is one for this race
1082 */ 909 */
1083 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1084 { 911 {
1085 object *tmp; 912 object *tmp;
1086 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1087 914
1088 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);
1089 tmp = object::create (); 916 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1093 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;
1094 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1095 * default initial map */ 922 * default initial map */
1096 tmp->destroy (); 923 tmp->destroy ();
1097 } 924 }
1098 else 925 else
1109 while (!tmp_loop) 936 while (!tmp_loop)
1110 { 937 {
1111 shstr name = op->name; 938 shstr name = op->name;
1112 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1113 940
1114 remove_statbonus (op); 941 op->remove_statbonus ();
1115 op->remove (); 942 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1118 op->instantiate (); 945 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1121 op->x = x; 948 op->x = x;
1122 op->y = y; 949 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 953 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1128 } 955 }
1129 956
1130 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 959 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 962 op->stats.grace = 0;
1136 963
1137 if (op->msg) 964 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 966
1140 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");
1141 return 0; 968 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 969}
1192 970
1193void 971void
1194flee_player (object *op) 972flee_player (object *op)
1195{ 973{
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1112 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1117 }
1118
1368 /* philosophy: 1119 /* philosophy:
1369 * 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
1370 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1372 * 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
1373 * example. 1124 * example.
1374 * 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
1375 * 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
1376 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1876 return 0; 1627 return 0;
1877 } 1628 }
1878 1629
1879 arrow->set_owner (op); 1630 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1632 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1633
1886 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1887 { 1635 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1637 op->update_stats ();
1890 } 1638 }
1891 1639
1892 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1904 1652
1905 /* update the speed */ 1653 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1656
1909 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1913 1659
1914 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1915 { 1661 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1930 1676
1931 if (bow->slaying) 1677 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1933 1679
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1682
1938 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);
1939 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1940 1685
1941 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1687 move_arrow (arrow);
1943 1688
1944 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1970 } 1715 }
1971 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)
1972 { 1717 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1719 wcmod = -1;
1720
1975 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);
1976 } 1722 }
1977 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1978 { 1724 {
1979 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);
2049 1795
2050 if (item->arch) 1796 if (item->arch)
2051 { 1797 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2054 item->speed = 0; 1800 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1801 }
1802
2057 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1805 }
2060 } 1806 }
2061 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1808 drain_rod_charge (item);
2064 }
2065 } 1809 }
2066} 1810}
2067 1811
2068/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2069 */ 1813 */
2108 { 1852 {
2109 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2110 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.");
2111 return; 1855 return;
2112 } 1856 }
1857
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1859 return;
2115 case range_builder: 1860 case range_builder:
2116 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2117 return; 1862 return;
2118 default: 1863 default:
2285 */ 2030 */
2286 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))
2287 { 2032 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2034 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2291 if (!m) 2036 if (!m)
2292 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2293 } 2038 }
2294 else 2039 else
2295 m = op->map; 2040 m = op->map;
2296 2041
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2043 return;
2301 }
2302 2044
2303 mon = 0; 2045 mon = 0;
2304 /* 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
2305 * 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.
2306 * 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
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2102 {
2361 /* 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 */
2362 if (op->contr->braced) 2104 if (op->contr->braced)
2363 return; 2105 return;
2106
2364 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);
2365 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2110 make_visible (op);
2111
2368 return; 2112 return;
2369 } 2113 }
2370 2114
2371 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2130 !on_battleground))
2387 { 2131 {
2388 if (!op->contr->braced) 2132 if (!op->contr->braced)
2389 { 2133 {
2390 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);
2391 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2392 } 2136 }
2393 else 2137 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2395 2139
2396 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2411 * 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
2412 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2159 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2162 {
2420 2163
2421 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2455int 2198int
2456move_player (object *op, int dir) 2199move_player (object *op, int dir)
2457{ 2200{
2458 int pick; 2201 int pick;
2459 2202
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2204 return 0;
2462 2205
2463 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2465 { 2208 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2210 return 0;
2468 } 2211 }
2469 2212
2470 /* peterm: added following line */ 2213 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2216
2474 op->facing = dir; 2217 op->facing = dir;
2475 2218
2553 2296
2554 /* 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
2555 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2299 * called, so we recheck it here.
2557 */ 2300 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2301 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2302 return 1;
2560 ;
2561 2303
2562 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2563 return 0; 2305 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2307 {
2567 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2309 op->speed_left--;
2569 2310
2570 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2571 * 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
2572 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2573 */ 2314 */
2574 move_player (op, op->direction); 2315 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2316
2576 return 1; 2317 return op->speed_left > 0;
2577 else 2318 }
2578 return 0;
2579 } 2319 }
2580 2320
2581 return 0; 2321 return 0;
2582} 2322}
2583 2323
2603 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2604 2344
2605 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2606 op->stats.food = 999; 2346 op->stats.food = 999;
2607 2347
2608 fix_player (op); 2348 op->update_stats ();
2609 return 1; 2349 return 1;
2610 } 2350 }
2611 2351
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2365{
2626 object *next; 2366 object *next;
2627 2367
2628 while (op) 2368 while (op)
2629 { 2369 {
2630 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' */
2631 * we remove object 'op' 2371
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2373 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2641 } 2378 }
2642 else if (op->inv) 2379 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2644 2381
2645 op = next; 2382 op = next;
2646 } 2383 }
2647} 2384}
2648
2649 2385
2650/* 2386/*
2651 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2424 strcat (buf2, buf);
2689 2425
2690 return buf2; 2426 return buf2;
2691} 2427}
2692
2693
2694 2428
2695void 2429void
2696do_some_living (object *op) 2430do_some_living (object *op)
2697{ 2431{
2698 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2707 const int max_grace = 1; 2441 const int max_grace = 1;
2708 2442
2709 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2710 { 2444 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2448 }
2715 2449
2716 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2717 { 2451 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2456 else
2724 { 2457 {
2725 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2460 }
2461
2728 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2464 else
2731 { 2465 {
2732 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2468 }
2469
2735 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2472 else
2738 { 2473 {
2739 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2756 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))
2757 op->stats.food = last_food; 2492 op->stats.food = last_food;
2758 } 2493 }
2759 } 2494 }
2495
2760 if (max_sp > 1) 2496 if (max_sp > 1)
2761 { 2497 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2499 if (over_sp > 0)
2764 { 2500 {
2765 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2766 { 2502 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2768 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))
2769 op->stats.sp--; 2506 op->stats.sp--;
2507
2770 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2772 } 2510 }
2773 op->last_sp = 0; 2511 op->last_sp = 0;
2774 } 2512 }
2775 else 2513 else
2776 {
2777 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);
2778 }
2779 } 2515 }
2780 else 2516 else
2781 {
2782 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);
2783 }
2784 } 2518 }
2785 2519
2786 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2787 /* 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. */
2788 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2789 { 2523 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2792 if (max_grace > 1) 2527 if (max_grace > 1)
2793 { 2528 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2530 if (over_grace > 0)
2796 { 2531 {
2824 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2825 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))
2826 op->stats.food = last_food; 2561 op->stats.food = last_food;
2827 } 2562 }
2828 } 2563 }
2564
2829 if (max_hp > 1) 2565 if (max_hp > 1)
2830 { 2566 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2568 if (over_hp > 0)
2833 { 2569 {
2857 2593
2858 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2859 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);
2860 else 2596 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2862 /* dms do not consume food */ 2599 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2601 op->stats.food--;
2865 } 2602 }
2866 }
2867 2603
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2605 {
2870 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2871 2607
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2609 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2878 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.");
2879 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2617 break;
2882 } 2618 }
2883 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2884 flesh = tmp; 2620 flesh = tmp;
2885 } /* End if paid for object */ 2621 } /* End if paid for object */
2886 } /* end of for loop */ 2622 } /* end of for loop */
2623
2887 /* 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
2888 * eat flesh instead. 2625 * eat flesh instead.
2889 */ 2626 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2628 {
2892 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.");
2893 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2894 } 2631 }
2895 } /* end if player is starving */ 2632 }
2896 2633
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2899 2636
2900 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))
2901 kill_player (op); 2638 kill_player (op);
2639 }
2902} 2640}
2903
2904
2905 2641
2906/* 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.
2907 * 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
2908 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2645 * file.
2939 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!");
2940 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...");
2941 2677
2942 /* restore player */ 2678 /* restore player */
2943 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2681 {
2947 tmp->destroy (); 2682 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2684 }
2950 2685
2951 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2688 {
2955 tmp->destroy (); 2689 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2691 }
2958 2692
2960 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2696 op->stats.food = 999;
2963 2697
2964 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2700 {
2968 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2702 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2971 " 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",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2706 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2710 }
2979 2711
2980 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2714 op->contr->braced = 0;
2987 2719
2988 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2989 2721
2990 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2991 { 2723 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3001 } 2726 }
3002 else 2727 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3012 } 2729
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2731
3015 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3016 x = op->x; 2733 x = op->x;
3017 y = op->y; 2734 y = op->y;
3018 map = op->map; 2735 map = op->map;
3019 2736
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * 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.
3025 * 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.
3026 */ 2740 */
3027 2741
3028 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2744 * of death.
3031 */ 2745 */
3032#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3034 { 2748 {
3035 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3036 /* 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
3037 more if they do. */ 2751 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2754 little bit harder. */
3041 /* GD */ 2755 /* GD */
3042 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2757 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2758 else
3048 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3049 num_stats_lose = 1; 2762 num_stats_lose = 1;
3050 } 2763
3051 lost_a_stat = 0; 2764 lost_a_stat = 0;
3052 2765
3053 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3054 { 2767 {
3055 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3056 2769
3057 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3058 { 2771 {
3059 /* 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
3060 * what he lost. 2773 * what he lost.
3061 */ 2774 */
3062 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 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);
3068 } 2793 }
3069 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3070 { 2796 {
3071 /* deplete a stat */ 2797 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3073 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3074 2800 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2801 {
3078 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3080 } 2804
3081 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 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)
3088 { 2811 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2812 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2814 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2815 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2816 else
3123 if (this_stat >= -50)
3124 { 2817 {
3125 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 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"); */
3130 } 2823 }
3131 } 2824 }
3132 } 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 }
3133 } 2844 }
2845 }
2846 }
3134 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2848 if (!lost_a_stat)
3136 { 2849 {
3137 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3140 2853
3141 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2856 else
3144 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.");
3145 } 2858 }
3146#else 2859#else
3147 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.");
3148#endif 2861#endif
3149 2862
3150 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2864 * exp loss on the stone.
3152 */ 2865 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2868 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3159 tmp->msg = buf; 2872 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2875
3163 /**************************************/ 2876 /**************************************/
3164 /* */ 2877 /* */
3165 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3168 /* */ 2881 /* */
3169 /**************************************/ 2882 /**************************************/
3170 2883
3171 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2885 /* restore player */
3173 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3175 2888
3176 if (tmp) 2889 if (tmp)
3177 { 2890 {
3178 tmp->destroy (); 2891 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2893 }
3181 2894
3182 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2897 if (tmp)
3185 { 2898 {
3186 tmp->destroy (); 2899 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2901 }
3189 2902
3190 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3191 2904
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3195 op->stats.food = 900; 2908 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2912
3200 /* 2913 /*
3201 * 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
3202 * 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
3203 * in the map. 2916 * in the map.
3204 */ 2917 */
3205 2918
3206 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3208 2921
3209 /****************************************/ 2922 /****************************************/
3210 /* */ 2923 /* */
3211 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3213 /* */ 2926 /* */
3214 /****************************************/ 2927 /****************************************/
3215 2928
3216 enter_player_savebed (op); 2929 enter_player_savebed (op);
3217 2930
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2931 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2932
3224 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2936 * on the space that might harm the player.
3228 */ 2937 */
3229 will_kill_again = 0; 2938 will_kill_again = 0;
3230 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)
3231 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3233 2942
3234 if (will_kill_again) 2943 if (will_kill_again)
3235 { 2944 {
3236 object *force; 2945 object *force;
3237 int at; 2946 int at;
3238 2947
3239 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2950 force->speed = 0.1;
3242 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2955 force->resist[at] = 100;
3247 2956
3248 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3249 fix_player (op); 2958 op->update_stats ();
3250 2959
3251 } 2960 }
3252 2961
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2963}
3322
3323 2964
3324void 2965void
3325loot_object (object *op) 2966loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3328 2969
3329 if (op->container) 2970 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 2972
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3335 { 2974 {
3336 next = tmp->below; 2975 next = tmp->below;
2976
3337 if (tmp->invisible) 2977 if (tmp->invisible)
3338 continue; 2978 continue;
2979
3339 tmp->remove (); 2980 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2983 { /* empty container to ground */
3343 loot_object (tmp); 2984 loot_object (tmp);
3365 */ 3006 */
3366 3007
3367void 3008void
3368fix_weight (void) 3009fix_weight (void)
3369{ 3010{
3370 player *pl; 3011 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3012 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3014
3376 if (old == sum) 3015 if (old == sum)
3377 continue; 3016 continue;
3378 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3379 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);
3380 } 3019 }
3381} 3020}
3382 3021
3383void 3022void
3384fix_luck (void) 3023fix_luck (void)
3385{ 3024{
3386 player *pl; 3025 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3391} 3028}
3392
3393 3029
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3397 */ 3033 */
3398
3399void 3034void
3400cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3401{ 3036{
3402 object *skop, *spob; 3037 object *skop, *spob;
3403 3038
3513 3148
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3150
3516 /* 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! */
3517 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3520 { 3154 {
3521 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!");
3522 make_visible (op); 3156 make_visible (op);
3523 return; 3157 return;
3524 } 3158 }
3525 else 3159 else
3526 num += 20; 3160 num += 20;
3527 } 3161
3528 num += op->map->difficulty; 3162 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3164 num -= hide;
3165
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3167 {
3533 make_visible (op); 3168 make_visible (op);
3534 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3535 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!");
3536 } 3171 }
3537 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3538 {
3539 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);
3540 }
3541} 3174}
3542 3175
3543/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3544 3177
3545int 3178int
3612 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3613 { 3246 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3248 return -1;
3616 } 3249 }
3250
3617 if (!pl || !op) 3251 if (!pl || !op)
3618 return 0; 3252 return 0;
3619 3253
3620 if (op->head)
3621 {
3622 op = op->head; 3254 op = op->head_ ();
3623 } 3255
3624 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3625 3257
3626 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3259 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3636 3268
3637 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3638 * 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
3639 * for any meaningful values. 3271 * for any meaningful values.
3640 */ 3272 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !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)])
3644 return 1; 3276 return 1;
3645 op = op->more; 3277 op = op->more;
3646 } 3278 }
3647 return 0; 3279 return 0;
3648} 3280}
3758 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3759 return; 3391 return;
3760 3392
3761 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++);
3762 3394
3763 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3764 { 3396 {
3765 /* 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]); */
3766 return; 3398 return;
3767 } 3399 }
3768 3400
3834 { 3466 {
3835 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3468 object *skin;
3837 3469
3838 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3839 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
3840 if (skin == NULL) 3475 if (!skin)
3841 return; 3476 return;
3842 3477
3843 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3480 {
3890 * not readied. 3525 * not readied.
3891 */ 3526 */
3892void 3527void
3893player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3894{ 3529{
3895 rangetype i;
3896
3897 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))
3898 {
3899 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3900 { 3532 {
3901 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3902 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3903 {
3904 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3905 }
3906 } 3536 }
3907 }
3908} 3537}

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