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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 1.99 by root, Thu Jan 18 19:42:10 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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
321/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
323 * mode. 369 * mode.
324 */ 370 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
330 375
331 p = get_player (NULL); 376 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); 377 set_first_map (pl->ob);
345 378
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; 379 return pl;
354} 380}
355 381
356/* 382/*
357 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
367 { 393 {
368 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
369 at = first_archetype; 395 at = first_archetype;
370 else 396 else
371 at = at->next; 397 at = at->next;
398
372 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
373 return at; 400 return at;
401
374 if (at == start) 402 if (at == start)
375 { 403 {
376 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 405 exit (-1);
378 } 406 }
379 } 407 }
380} 408}
381 409
382
383object * 410object *
384get_nearest_player (object *mon) 411get_nearest_player (object *mon)
385{ 412{
386 object *op = NULL; 413 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 414 objectlink *ol;
389 unsigned lastdist; 415 unsigned lastdist;
390 rv_vector rv; 416 rv_vector rv;
391 417
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 419 {
394 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 427 object *tmp = ol->ob;
402 428
403 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 430 * itself will have been cleared.
405 */ 431 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
407 ol = ol->next; 434 ol = ol->next;
408 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
409 if (!ol) 436 if (!ol)
410 return op; 437 return op;
411 } 438 }
424 { 451 {
425 op = ol->ob; 452 op = ol->ob;
426 lastdist = rv.distance; 453 lastdist = rv.distance;
427 } 454 }
428 } 455 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 456
430 { 457 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
435 { 460 {
436 op = pl->ob; 461 op = pl->ob;
437 lastdist = rv.distance; 462 lastdist = rv.distance;
438 } 463 }
439 } 464
440 }
441#if 0 465#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 467#endif
444 return op; 468 return op;
445} 469}
463 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 489 * is probably not a good thing.
466 */ 490 */
467#define MAX_SPACES 50 491#define MAX_SPACES 50
468
469 492
470/* 493/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 673 {
651 remove_ob (op); 674 op->destroy ();
652 free_object (op);
653 continue; 675 continue;
654 } 676 }
655 } 677 }
656 678
657 /* This really needs to be better - we should really give 679 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 690 if (tmp->type == op->type && tmp->name == op->name)
669 break; 691 break;
670 692
671 if (tmp) 693 if (tmp)
672 { 694 {
673 remove_ob (op); 695 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 697 continue;
677 } 698 }
699
678 if (op->nrof > 1) 700 if (op->nrof > 1)
679 op->nrof = 1; 701 op->nrof = 1;
680 } 702 }
681 703
682 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 718 }
697 if (op->type == SPELL) 719 if (op->type == SPELL)
698 { 720 {
699 remove_ob (op); 721 op->destroy ();
700 free_object (op);
701 continue; 722 continue;
702 } 723 }
703 else if (op->type == SKILL) 724 else if (op->type == SKILL)
704 { 725 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
715 link_player_skills (pl); 736 link_player_skills (pl);
716} 737}
717 738
718void 739void
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) 740get_party_password (object *op, partylist *party)
803{ 741{
804 if (party == NULL) 742 if (party == NULL)
805 { 743 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 745 return;
808 } 746 }
747
809 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 752}
814
815 753
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 755static int
818roll_stat (void) 756roll_stat (void)
819{ 757{
820 int a[4], i, j, k; 758 int a[4], i, j, k;
821 759
822 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
824 762
825 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 764 if (a[i] < k)
827 k = a[i], j = i; 765 k = a[i], j = i;
828 766
829 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 768 if (i != j)
832 k += a[i]; 769 k += a[i];
833 } 770
834 return k; 771 return k;
835} 772}
836 773
837void 774void
838roll_stats (object *op) 775object::roll_stats ()
839{ 776{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 777 int statsort [7];
843 778
844 do 779 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 } 780 {
855 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
856 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
857 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 790 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;
865 791
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]; 792 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
890 799
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; 800 stats.exp = 0;
902 op->stats.ac = 0; 801 stats.ac = 0;
903 802
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; 803 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
912 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
913} 815}
914 816
915void 817void
916Roll_Again (object *op) 818object::swap_stats (int a, int b)
917{ 819{
918 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 821 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)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 823
923void 824 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
925{ 856{
926 signed char tmp;
927 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
928 858
929 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1044 864
1045/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1049 * not the class. 869 * not the class.
1050 */ 870 */
1051
1052int 871int
1053key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1054{ 873{
1055 int tmp_loop; 874 int tmp_loop;
1056 875
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') 876 if (key == 'd' || key == 'D')
1064 { 877 {
1065 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1066 879
1067 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
882
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
1070 886
1071 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1073 889
1074 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1075 891
1076 if (op->msg) 892 if (op->msg)
1077 op->msg = NULL; 893 op->msg = NULL;
1078 894
1079 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1080 * to save here. 896 * to save here.
1081 */ 897 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 899 make_path_to_file (buf);
1084 900
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 901 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 904 link_player_skills (op);
1092 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1093 fix_player (op); 906 op->update_stats ();
1094 907
1095 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1096 * is one for this race 909 * is one for this race
1097 */ 910 */
1098 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1099 { 912 {
1100 object *tmp; 913 object *tmp;
1101 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1102 915
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 917 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1110 * default initial map */ 923 * default initial map */
1111 free_object (tmp); 924 tmp->destroy ();
1112 } 925 }
1113 else 926 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 928
1117 return 0; 929 return 0;
1118 } 930 }
1119 931
1120 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1125 while (!tmp_loop) 937 while (!tmp_loop)
1126 { 938 {
1127 shstr name = op->name; 939 shstr name = op->name;
1128 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1129 941
1130 remove_statbonus (op); 942 op->remove_statbonus ();
1131 remove_ob (op); 943 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1134 op->instantiate (); 946 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 948 op->name = op->name_pl = name;
1137 op->x = x; 949 op->x = x;
1138 op->y = y; 950 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 953 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 954 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1144 } 956 }
1145 957
1146 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 960 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 963 op->stats.grace = 0;
1152 964
1153 if (op->msg) 965 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 967
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 968 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; 969 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} 970}
1208 971
1209void 972void
1210flee_player (object *op) 973flee_player (object *op)
1211{ 974{
1241 { 1004 {
1242 op->enemy = NULL; 1005 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1007 return;
1245 } 1008 }
1009
1246 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1247 1011
1248 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1250 { 1014 {
1251 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1252 1016
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1018 return;
1256 }
1257 } 1019 }
1020
1258 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1023 op->enemy = NULL;
1261} 1024}
1262 1025
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 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)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1113 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 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 } 1118 }
1119
1384 /* philosophy: 1120 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1121 * 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 1122 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1124 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1125 * example.
1390 * The drawback: right now it has no frontend, so you need to 1126 * 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 1127 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1554 if (!dir)
1819 { 1555 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1557 return 0;
1822 } 1558 }
1559
1823 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1825 else 1562 else
1826 { 1563 {
1827 for (bow = op->inv; bow; bow = bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1835 { 1572 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1574 return 0;
1838 } 1575 }
1839 } 1576 }
1577
1840 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1841 { 1579 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1581 return 0;
1844 } 1582 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1585
1848 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1851 if (bowspeed < 1) 1590 if (bowspeed < 1)
1852 bowspeed = 1; 1591 bowspeed = 1;
1853 1592
1854 if (arrow == NULL) 1593 if (arrow == NULL)
1855 { 1594 {
1861 else 1600 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1602 return 0;
1864 } 1603 }
1865 } 1604 }
1605
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1607 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1608 return 0;
1870 } 1609
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1611 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1613 return 0;
1875 } 1614 }
1876 1615
1877 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1617 if (arrow->nrof == 0)
1879 { 1618 {
1880 remove_ob (arrow); 1619 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1620 return 0;
1883 } 1621 }
1884 1622
1885 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1625 if (!arrow)
1888 { 1626 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1628 return 0;
1891 } 1629 }
1892 set_owner (arrow, op); 1630
1631 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1633 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1634
1899 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1900 { 1636 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1638 op->update_stats ();
1903 } 1639 }
1904 1640
1905 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1911 1647
1912 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper. 1649 * added to the damage. I think the strength bonus is more proper.
1914 */ 1650 */
1915 1651
1917 1653
1918 /* update the speed */ 1654 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 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; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921 1657
1922 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1926 1660
1927 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1928 { 1662 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1939 } 1673 }
1940 1674
1941 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1943 1677
1944 if (bow->slaying != NULL) 1678 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1946 1680
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1683
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1953 1686
1954 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1688 move_arrow (arrow);
1956 1689
1957 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1983 } 1716 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1718 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1720 wcmod = -1;
1721
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1723 }
1990 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1991 { 1725 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2062 1796
2063 if (item->arch) 1797 if (item->arch)
2064 { 1798 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2067 item->speed = 0; 1801 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1802 }
1803
2070 if ((tmp = is_player_inv (item))) 1804 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1806 }
2073 } 1807 }
2074 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1809 drain_rod_charge (item);
2077 }
2078 } 1810 }
2079} 1811}
2080 1812
2081/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2082 */ 1814 */
2105 case range_misc: 1837 case range_misc:
2106 fire_misc_object (op, dir); 1838 fire_misc_object (op, dir);
2107 return; 1839 return;
2108 1840
2109 case range_golem: /* Control summoned monsters from scrolls */ 1841 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) 1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 { 1843 {
2112 op->contr->ranges[range_golem] = NULL; 1844 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none; 1845 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 } 1846 }
2116 else 1847 else
2117 control_golem (op->contr->ranges[range_golem], dir); 1848 control_golem (op->contr->ranges[range_golem], dir);
2118 return; 1849 return;
2119 1850
2122 { 1853 {
2123 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2125 return; 1856 return;
2126 } 1857 }
1858
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return; 1860 return;
2129 case range_builder: 1861 case range_builder:
2130 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2131 return; 1863 return;
2132 default: 1864 default:
2226 * 0 otherwise 1958 * 0 otherwise
2227 */ 1959 */
2228static int 1960static int
2229player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2230{ 1962{
2231
2232 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
2234 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2235 */ 1966 */
2236 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2274 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2278 */ 2009 */
2279
2280void 2010void
2281move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2282{ 2012{
2283 object *tmp, *mon; 2013 object *tmp, *mon;
2284 sint16 nx, ny; 2014 sint16 nx, ny;
2286 maptile *m; 2016 maptile *m;
2287 2017
2288 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2290 2020
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2292 2022
2293 /* If braced, or can't move to the square, and it is not out of the 2023 /* 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 2024 * 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 2025 * 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 2026 * player. This is a pretty nasty hack, because if we could
2301 */ 2031 */
2302 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2303 { 2033 {
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2305 { 2035 {
2306 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2307 if (!m) 2037 if (!m)
2308 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2309 } 2039 }
2310 else 2040 else
2311 m = op->map; 2041 m = op->map;
2312 2042
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 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; 2044 return;
2317 }
2318 2045
2319 mon = NULL; 2046 mon = 0;
2320 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* 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. 2048 * 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 2049 * if its a door or barrel (can roll) see if there may be monsters
2323 * on the space 2050 * on the space
2324 */ 2051 */
2325 while (tmp != NULL) 2052 while (tmp)
2326 { 2053 {
2327 if (tmp == op) 2054 if (tmp == op)
2328 { 2055 {
2329 tmp = tmp->above; 2056 tmp = tmp->above;
2330 continue; 2057 continue;
2340 mon = tmp; 2067 mon = tmp;
2341 2068
2342 tmp = tmp->above; 2069 tmp = tmp->above;
2343 } 2070 }
2344 2071
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2073 return; /* into a wall */
2347 2074
2348 if (mon->head != NULL) 2075 if (mon->head)
2349 mon = mon->head; 2076 mon = mon->head;
2350 2077
2351 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2352 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2353 return; 2080 return;
2365 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2366 */ 2093 */
2367 if ((op->type == PLAYER) 2094 if ((op->type == PLAYER)
2368#if COZY_SERVER 2095#if COZY_SERVER
2369 && 2096 &&
2370 ((get_owner (mon) && get_owner (mon)->contr 2097 ((mon->owner && mon->owner->contr
2371 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2372#else 2099#else
2373 && get_owner (mon) == op 2100 && mon->owner == op
2374#endif 2101#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2103 {
2377 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2378 if (op->contr->braced) 2105 if (op->contr->braced)
2379 return; 2106 return;
2107
2380 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2381 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2382 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2111 make_visible (op);
2112
2384 return; 2113 return;
2385 } 2114 }
2386 2115
2387 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2390 * attack them either. 2119 * attack them either.
2391 */ 2120 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2393 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2394#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2395 (op->contr->peaceful 2124 (op->contr->peaceful
2396 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2397 && mon->contr-> 2126 && mon->contr->
2398 peaceful)) && 2127 peaceful)) &&
2399#else 2128#else
2400 op->contr->peaceful && 2129 op->contr->peaceful &&
2401#endif 2130#endif
2402 !on_battleground)) 2131 !on_battleground))
2403 { 2132 {
2404 if (!op->contr->braced) 2133 if (!op->contr->braced)
2405 { 2134 {
2406 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2407 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2408 } 2137 }
2409 else 2138 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2140
2413 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2142 make_visible (op);
2415 } 2143 }
2416 2144
2417 /* If the object is a boulder or other rollable object, then 2145 /* 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 2156 * 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: 2157 * 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 2158 * 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. 2159 * that party_number -1 is no party, so attacks can still happen.
2432 */ 2160 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 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))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2436 { 2163 {
2437 2164
2438 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2446 2173
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 } 2175 }
2449 2176
2450 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2451 2178
2452 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2455 * the wiz. 2182 * the wiz.
2457 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2458 { 2185 {
2459 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2460 2187
2461 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2463 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2464 } 2191 }
2192
2465 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2466 make_visible (op); 2194 make_visible (op);
2467 } 2195 }
2468 } /* if player should attack something */ 2196 } /* if player should attack something */
2469} 2197}
2471int 2199int
2472move_player (object *op, int dir) 2200move_player (object *op, int dir)
2473{ 2201{
2474 int pick; 2202 int pick;
2475 2203
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2477 return 0; 2205 return 0;
2478 2206
2479 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2481 { 2209 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2211 return 0;
2484 } 2212 }
2485 2213
2486 /* peterm: added following line */ 2214 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2489 2217
2490 op->facing = dir; 2218 op->facing = dir;
2491 2219
2492 if (op->hide) 2220 if (op->hide)
2493 do_hidden_move (op); 2221 do_hidden_move (op);
2504 2232
2505 /* Add special check for newcs players and fire on - this way, the 2233 /* Add special check for newcs players and fire on - this way, the
2506 * server can handle repeat firing. 2234 * server can handle repeat firing.
2507 */ 2235 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2237 op->direction = dir;
2511 }
2512 else 2238 else
2513 {
2514 op->direction = 0; 2239 op->direction = 0;
2515 } 2240
2516 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2243 * for players.
2519 */ 2244 */
2520 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2565 /* I've been seeing crashes where the golem has been destroyed, but 2290 /* 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 2291 * 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 2292 * 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. 2293 * put this in a a workaround to clean up the golem pointer.
2569 */ 2294 */
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))) 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2572 {
2573 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2574 op->contr->golem_count = 0;
2575 }
2576 2297
2577 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2578 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2300 * called, so we recheck it here.
2580 */ 2301 */
2581 HandleClient (&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2582 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2583 return 0; 2306 {
2584
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2308 {
2587 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--; 2310 op->speed_left--;
2589 2311
2590 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2591 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2592 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2593 */ 2315 */
2594 move_player (op, op->direction); 2316 move_player (op, op->direction);
2595 if (op->speed_left > 0) 2317
2596 return 1; 2318 return op->speed_left > 0;
2597 else 2319 }
2598 return 0;
2599 } 2320 }
2321
2600 return 0; 2322 return 0;
2601} 2323}
2602 2324
2603int 2325int
2604save_life (object *op) 2326save_life (object *op)
2605{ 2327{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2329 return 0;
2610 2330
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2333 {
2614 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2334 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)); 2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2616 if (op->contr) 2337 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2339
2619 free_object (tmp); 2340 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2621 if (op->stats.hp < 0) 2343 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2623 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2624 op->stats.food = 999; 2347 op->stats.food = 999;
2625 fix_player (op); 2348
2349 op->update_stats ();
2626 return 1; 2350 return 1;
2627 } 2351 }
2352
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2356 return 0;
2632} 2357}
2641{ 2366{
2642 object *next; 2367 object *next;
2643 2368
2644 while (op) 2369 while (op)
2645 { 2370 {
2646 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2647 * we remove object 'op' 2372
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2374 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2657 } 2379 }
2658 else if (op->inv) 2380 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2660 op = next; 2383 op = next;
2661 } 2384 }
2662} 2385}
2663
2664 2386
2665/* 2387/*
2666 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2404 else
2683 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2408 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2687 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2688 else 2411 else
2689 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2415 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2693 { 2417 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2420 strcat (buf2, buf);
2697 } 2421 }
2422
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2701 return buf2; 2427 return buf2;
2702} 2428}
2703
2704
2705 2429
2706void 2430void
2707do_some_living (object *op) 2431do_some_living (object *op)
2708{ 2432{
2709 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2718 const int max_grace = 1; 2442 const int max_grace = 1;
2719 2443
2720 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2721 { 2445 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 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) 2447 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]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2725 } 2449 }
2726 2450
2727 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2728 { 2452 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2457 else
2735 { 2458 {
2736 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2461 }
2462
2739 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2465 else
2742 { 2466 {
2743 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2469 }
2470
2746 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2473 else
2749 { 2474 {
2750 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2766 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2767 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2768 op->stats.food = last_food; 2493 op->stats.food = last_food;
2769 } 2494 }
2770 } 2495 }
2496
2771 if (max_sp > 1) 2497 if (max_sp > 1)
2772 { 2498 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2500 if (over_sp > 0)
2775 { 2501 {
2776 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2777 { 2503 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2779 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2780 op->stats.sp--; 2507 op->stats.sp--;
2508
2781 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2783 } 2511 }
2784 op->last_sp = 0; 2512 op->last_sp = 0;
2785 } 2513 }
2786 else 2514 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2516 }
2791 else 2517 else
2792 {
2793 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2794 }
2795 } 2519 }
2796 2520
2797 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2798 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2799 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2800 { 2524 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2803 if (max_grace > 1) 2528 if (max_grace > 1)
2804 { 2529 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2531 if (over_grace > 0)
2807 { 2532 {
2835 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2836 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2837 op->stats.food = last_food; 2562 op->stats.food = last_food;
2838 } 2563 }
2839 } 2564 }
2565
2840 if (max_hp > 1) 2566 if (max_hp > 1)
2841 { 2567 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2569 if (over_hp > 0)
2844 { 2570 {
2868 2594
2869 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2870 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2871 else 2597 else
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2873 /* dms do not consume food */ 2600 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2602 op->stats.food--;
2876 } 2603 }
2877 }
2878 2604
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2606 {
2881 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2882 2608
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 { 2610 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2618 break;
2893 } 2619 }
2894 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2895 flesh = tmp; 2621 flesh = tmp;
2896 } /* End if paid for object */ 2622 } /* End if paid for object */
2897 } /* end of for loop */ 2623 } /* end of for loop */
2624
2898 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2899 * eat flesh instead. 2626 * eat flesh instead.
2900 */ 2627 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2629 {
2903 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2904 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2905 } 2632 }
2906 } /* end if player is starving */ 2633 }
2907 2634
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2910 2637
2911 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2912 kill_player (op); 2639 kill_player (op);
2640 }
2913} 2641}
2914
2915
2916 2642
2917/* If the player should die (lack of hp, food, etc), we call this. 2643/* 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 2644 * 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 2645 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2646 * file.
2950 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 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..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2952 2678
2953 /* restore player */ 2679 /* restore player */
2954 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2682 {
2958 remove_ob (tmp); 2683 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2685 }
2962 2686
2963 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2689 {
2967 remove_ob (tmp); 2690 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2692 }
2971 2693
2972 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2697 op->stats.food = 999;
2976 2698
2977 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2701 {
2981 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2703 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2984 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " 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); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2707 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2989 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2711 }
2992 2712
2993 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2715 op->contr->braced = 0;
3000 2720
3001 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
3002 2722
3003 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3004 { 2724 {
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); 2725 sprintf (buf, "%s starved to death.", &op->name);
3013 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3014 } 2727 }
3015 else 2728 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); 2729 sprintf (buf, "%s died.", &op->name);
3025 } 2730
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3027 2732
3028 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3029 x = op->x; 2734 x = op->x;
3030 y = op->y; 2735 y = op->y;
3031 map = op->map; 2736 map = op->map;
3032 2737
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * life if they are dead - it takes some exp and a random stat. 2739 * 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. 2740 * See the config.h file for a little more in depth detail about this.
3039 */ 2741 */
3040 2742
3041 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2745 * of death.
3044 */ 2746 */
3045#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3047 { 2749 {
3048 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3049 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3050 more if they do. */ 2752 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2755 little bit harder. */
3054 /* GD */ 2756 /* GD */
3055 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2758 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2759 else
3061 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3062 num_stats_lose = 1; 2763 num_stats_lose = 1;
3063 } 2764
3064 lost_a_stat = 0; 2765 lost_a_stat = 0;
3065 2766
3066 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3067 { 2768 {
3068 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3069 2770
3070 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3071 { 2772 {
3072 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3073 * what he lost. 2774 * what he lost.
3074 */ 2775 */
3075 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3081 } 2794 }
3082 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3083 { 2797 {
3084 /* deplete a stat */ 2798 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3086 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3087 2801 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2802 {
3091 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3093 } 2805
3094 lose_this_stat = 1; 2806 /* 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) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 { 2812 {
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; 2813 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2815 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 } 2816 }
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 */ 2817 else
3136 if (this_stat >= -50)
3137 { 2818 {
3138 change_attr_value (&(dep->stats), i, -1); 2819 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; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3143 } 2824 }
3144 } 2825 }
3145 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3146 } 2845 }
2846 }
2847 }
3147 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2849 if (!lost_a_stat)
3149 { 2850 {
3150 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3153 2854
3154 if (god && (strcmp (god, "none"))) 2855 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); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3156 else 2857 else
3157 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3158 } 2859 }
3159#else 2860#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2862#endif
3162 2863
3163 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2865 * exp loss on the stone.
3165 */ 2866 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2869 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2871 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); 2872 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; 2873 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2876
3176 /**************************************/ 2877 /**************************************/
3177 /* */ 2878 /* */
3178 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3181 /* */ 2882 /* */
3182 /**************************************/ 2883 /**************************************/
3183 2884
3184 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2886 /* restore player */
3186 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3188 if (tmp) 2890 if (tmp)
3189 { 2891 {
3190 remove_ob (tmp); 2892 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2894 }
3194 2895
3195 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2898 if (tmp)
3198 { 2899 {
3199 remove_ob (tmp); 2900 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2902 }
3203 2903
3204 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3205 2905
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3209 op->stats.food = 900; 2909 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2913
3214 /* 2914 /*
3215 * Check to see if the player is in a shop. IF so, then check to see if 2915 * 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 2916 * the player has any unpaid items. If so, remove them and put them back
3217 * in the map. 2917 * in the map.
3218 */ 2918 */
3219 2919
3220 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3222 2922
3223 /****************************************/ 2923 /****************************************/
3224 /* */ 2924 /* */
3225 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3227 /* */ 2927 /* */
3228 /****************************************/ 2928 /****************************************/
3229 2929
3230 enter_player_savebed (op); 2930 enter_player_savebed (op);
3231 2931
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2932 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2933
3238 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2937 * on the space that might harm the player.
3242 */ 2938 */
3243 will_kill_again = 0; 2939 will_kill_again = 0;
3244 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3245 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3247 2943
3248 if (will_kill_again) 2944 if (will_kill_again)
3249 { 2945 {
3250 object *force; 2946 object *force;
3251 int at; 2947 int at;
3252 2948
3253 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2951 force->speed = 0.1;
3256 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3257 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2956 force->resist[at] = 100;
3261 2957
3262 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3263 fix_player (op); 2959 op->update_stats ();
3264 2960
3265 } 2961 }
3266 2962
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 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} 2964}
3336
3337 2965
3338void 2966void
3339loot_object (object *op) 2967loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3342 2970
3343 if (op->container) 2971 if (op->container)
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3346 }
3347 2973
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3349 { 2975 {
3350 next = tmp->below; 2976 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2977
2978 if (tmp->invisible)
3352 continue; 2979 continue;
3353 remove_ob (tmp); 2980
2981 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3355 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2984 { /* empty container to ground */
3357 loot_object (tmp); 2985 loot_object (tmp);
3358 } 2986 }
3359 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3360 { 2988 {
3361 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3362 { 2990 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 2992 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2993 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2994 }
3367 else 2995 else
3368 free_object (tmp); 2996 tmp->destroy ();
3369 } 2997 }
3370 else 2998 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 3000 }
3373} 3001}
3379 */ 3007 */
3380 3008
3381void 3009void
3382fix_weight (void) 3010fix_weight (void)
3383{ 3011{
3384 player *pl; 3012 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 3013 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 3015
3390 if (old == sum) 3016 if (old == sum)
3391 continue; 3017 continue;
3392 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3393 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3394 } 3020 }
3395} 3021}
3396 3022
3397void 3023void
3398fix_luck (void) 3024fix_luck (void)
3399{ 3025{
3400 player *pl; 3026 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3405} 3029}
3406
3407 3030
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3411 */ 3034 */
3412
3413void 3035void
3414cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3415{ 3037{
3416 object *skop, *spob; 3038 object *skop, *spob;
3417 3039
3438 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3439 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3440 3062
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3064
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3066}
3447 3067
3448void 3068void
3449make_visible (object *op) 3069make_visible (object *op)
3450{ 3070{
3464 object *tmp = NULL; 3084 object *tmp = NULL;
3465 3085
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3467 return 1; 3087 return 1;
3468 3088
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; 3089 return 0;
3475} 3090}
3476 3091
3477/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3534 3149
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3536 3151
3537 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3538 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3541 { 3155 {
3542 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3543 make_visible (op); 3157 make_visible (op);
3544 return; 3158 return;
3545 } 3159 }
3546 else 3160 else
3547 num += 20; 3161 num += 20;
3548 } 3162
3549 num += op->map->difficulty; 3163 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 3165 num -= hide;
3166
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 3168 {
3554 make_visible (op); 3169 make_visible (op);
3555 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3556 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3557 } 3172 }
3558 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3559 {
3560 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3561 }
3562} 3175}
3563 3176
3564/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3565 3178
3566int 3179int
3593 if (mflags & P_OUT_OF_MAP) 3206 if (mflags & P_OUT_OF_MAP)
3594 continue; 3207 continue;
3595 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3596 continue; 3209 continue;
3597 3210
3598 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3599 { 3212 {
3600 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3601 return 1; 3214 return 1;
3602 else if (tmp->type == PLAYER) 3215 else if (tmp->type == PLAYER)
3603 { 3216 {
3633 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3634 { 3247 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3249 return -1;
3637 } 3250 }
3251
3638 if (!pl || !op) 3252 if (!pl || !op)
3639 return 0; 3253 return 0;
3640 3254
3641 if (op->head)
3642 {
3643 op = op->head; 3255 op = op->head_ ();
3644 } 3256
3645 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3646 3258
3647 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3260 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3657 3269
3658 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3659 * code, so we need to restrict ourselves to that range of values 3271 * code, so we need to restrict ourselves to that range of values
3660 * for any meaningful values. 3272 * for any meaningful values.
3661 */ 3273 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3665 return 1; 3277 return 1;
3666 op = op->more; 3278 op = op->more;
3667 } 3279 }
3668 return 0; 3280 return 0;
3669} 3281}
3779 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3780 return; 3392 return;
3781 3393
3782 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3783 3395
3784 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3785 { 3397 {
3786 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3787 return; 3399 return;
3788 } 3400 }
3789 3401
3855 { 3467 {
3856 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3469 object *skin;
3858 3470
3859 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 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); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3861 if (skin == NULL) 3476 if (!skin)
3862 return; 3477 return;
3863 3478
3864 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3481 {
3911 * not readied. 3526 * not readied.
3912 */ 3527 */
3913void 3528void
3914player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3915{ 3530{
3916 rangetype i;
3917
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3919 {
3920 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3921 { 3533 {
3922 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3923 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3926 }
3927 } 3537 }
3928 }
3929} 3538}

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