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Comparing deliantra/server/server/player.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 10:31:00 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#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 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
307/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
309 * mode. 369 * mode.
310 */ 370 */
311 371player *
312int 372player::create ()
313add_player (client *ns)
314{ 373{
315 player *p = new player; 374 player *pl = new player;
316 375
317 p->socket = ns; 376 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 377 set_first_map (pl->ob);
326 378
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 379 return pl;
335} 380}
336 381
337/* 382/*
338 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
364 409
365object * 410object *
366get_nearest_player (object *mon) 411get_nearest_player (object *mon)
367{ 412{
368 object *op = NULL; 413 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 414 objectlink *ol;
371 unsigned lastdist; 415 unsigned lastdist;
372 rv_vector rv; 416 rv_vector rv;
373 417
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 419 {
376 /* 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
377 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 427 object *tmp = ol->ob;
384 428
385 /* 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
386 * itself will have been cleared. 430 * itself will have been cleared.
387 */ 431 */
388 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 ());
389 ol = ol->next; 434 ol = ol->next;
390 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
391 if (!ol) 436 if (!ol)
392 return op; 437 return op;
393 } 438 }
406 { 451 {
407 op = ol->ob; 452 op = ol->ob;
408 lastdist = rv.distance; 453 lastdist = rv.distance;
409 } 454 }
410 } 455 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 456
412 { 457 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
417 { 460 {
418 op = pl->ob; 461 op = pl->ob;
419 lastdist = rv.distance; 462 lastdist = rv.distance;
420 } 463 }
421 } 464
422 }
423#if 0 465#if 0
424 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)");
425#endif 467#endif
426 return op; 468 return op;
427} 469}
445 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 489 * is probably not a good thing.
448 */ 490 */
449#define MAX_SPACES 50 491#define MAX_SPACES 50
450
451 492
452/* 493/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
695 link_player_skills (pl); 736 link_player_skills (pl);
696} 737}
697 738
698void 739void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
783{ 741{
784 if (party == NULL) 742 if (party == NULL)
785 { 743 {
786 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);
787 return; 745 return;
788 } 746 }
747
789 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
792 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:");
793} 752}
794
795 753
796/* 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. */
797int 755static int
798roll_stat (void) 756roll_stat (void)
799{ 757{
800 int a[4], i, j, k; 758 int a[4], i, j, k;
801 759
802 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
804 762
805 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 764 if (a[i] < k)
807 k = a[i], j = i; 765 k = a[i], j = i;
808 766
809 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 768 if (i != j)
812 k += a[i]; 769 k += a[i];
813 } 770
814 return k; 771 return k;
815} 772}
816 773
817void 774void
818roll_stats (object *op) 775object::roll_stats ()
819{ 776{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 777 int statsort [7];
823 778
824 do 779 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 780 {
835 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
836 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
837 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 791
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
870 799
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 800 stats.exp = 0;
882 op->stats.ac = 0; 801 stats.ac = 0;
883 802
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
893} 815}
894 816
895void 817void
896Roll_Again (object *op) 818object::swap_stats (int a, int b)
897{ 819{
898 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 823
903void 824 stats.Str = contr->orig_stats.Str;
904Swap_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)
905{ 856{
906 signed char tmp;
907 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
908 858
909 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 863}
1024 864
1025/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1029 * not the class. 869 * not the class.
1030 */ 870 */
1031
1032int 871int
1033key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1034{ 873{
1035 int tmp_loop; 874 int tmp_loop;
1036 875
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 876 if (key == 'd' || key == 'D')
1044 { 877 {
1045 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1046 879
1047 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, op, 0, 0, 0);
1053 886
1054 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1056 889
1057 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1058 891
1059 if (op->msg) 892 if (op->msg)
1060 op->msg = NULL; 893 op->msg = NULL;
1061 894
1062 /* 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
1063 * to save here. 896 * to save here.
1064 */ 897 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf); 899 make_path_to_file (buf);
1067 900
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 901 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 904 link_player_skills (op);
1075 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1076 fix_player (op); 906 op->update_stats ();
1077 907
1078 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1079 * is one for this race 909 * is one for this race
1080 */ 910 */
1081 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1082 { 912 {
1083 object *tmp; 913 object *tmp;
1084 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1085 915
1086 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);
1087 tmp = object::create (); 917 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1091 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;
1092 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1093 * default initial map */ 923 * default initial map */
1094 tmp->destroy (); 924 tmp->destroy ();
1095 } 925 }
1096 else 926 else
1107 while (!tmp_loop) 937 while (!tmp_loop)
1108 { 938 {
1109 shstr name = op->name; 939 shstr name = op->name;
1110 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1111 941
1112 remove_statbonus (op); 942 op->remove_statbonus ();
1113 op->remove (); 943 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 945 op->arch->clone.copy_to (op);
1116 op->instantiate (); 946 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1119 op->x = x; 949 op->x = x;
1120 op->y = y; 950 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 953 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 954 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1126 } 956 }
1127 957
1128 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 960 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 963 op->stats.grace = 0;
1134 964
1135 if (op->msg) 965 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 967
1138 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");
1139 return 0; 969 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 970}
1190 971
1191void 972void
1192flee_player (object *op) 973flee_player (object *op)
1193{ 974{
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1113 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1118 }
1119
1366 /* philosophy: 1120 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1125 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1874 return 0; 1628 return 0;
1875 } 1629 }
1876 1630
1877 arrow->set_owner (op); 1631 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1633 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1634
1884 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1885 { 1636 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1638 op->update_stats ();
1888 } 1639 }
1889 1640
1890 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1902 1653
1903 /* update the speed */ 1654 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1657
1907 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1911 1660
1912 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1913 { 1662 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1928 1677
1929 if (bow->slaying) 1678 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1931 1680
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1683
1936 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);
1937 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1938 1686
1939 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1688 move_arrow (arrow);
1941 1689
1942 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1968 } 1716 }
1969 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)
1970 { 1718 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1720 wcmod = -1;
1721
1973 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);
1974 } 1723 }
1975 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1976 { 1725 {
1977 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);
2047 1796
2048 if (item->arch) 1797 if (item->arch)
2049 { 1798 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2052 item->speed = 0; 1801 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1802 }
1803
2055 if ((tmp = item->in_player ())) 1804 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1806 }
2058 } 1807 }
2059 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1809 drain_rod_charge (item);
2062 }
2063 } 1810 }
2064} 1811}
2065 1812
2066/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2067 */ 1814 */
2106 { 1853 {
2107 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2108 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.");
2109 return; 1856 return;
2110 } 1857 }
1858
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1860 return;
2113 case range_builder: 1861 case range_builder:
2114 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2115 return; 1863 return;
2116 default: 1864 default:
2283 */ 2031 */
2284 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))
2285 { 2033 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 { 2035 {
2288 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2289 if (!m) 2037 if (!m)
2290 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2291 } 2039 }
2292 else 2040 else
2293 m = op->map; 2041 m = op->map;
2294 2042
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return; 2044 return;
2299 }
2300 2045
2301 mon = 0; 2046 mon = 0;
2302 /* 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
2303 * 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.
2304 * 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
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2103 {
2359 /* 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 */
2360 if (op->contr->braced) 2105 if (op->contr->braced)
2361 return; 2106 return;
2107
2362 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);
2363 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2111 make_visible (op);
2112
2366 return; 2113 return;
2367 } 2114 }
2368 2115
2369 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2384 !on_battleground)) 2131 !on_battleground))
2385 { 2132 {
2386 if (!op->contr->braced) 2133 if (!op->contr->braced)
2387 { 2134 {
2388 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);
2389 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2390 } 2137 }
2391 else 2138 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2393 2140
2394 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2409 * 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
2410 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2160 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2163 {
2418 2164
2419 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2453int 2199int
2454move_player (object *op, int dir) 2200move_player (object *op, int dir)
2455{ 2201{
2456 int pick; 2202 int pick;
2457 2203
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2205 return 0;
2460 2206
2461 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2463 { 2209 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2211 return 0;
2466 } 2212 }
2467 2213
2468 /* peterm: added following line */ 2214 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2217
2472 op->facing = dir; 2218 op->facing = dir;
2473 2219
2474 if (op->hide) 2220 if (op->hide)
2475 do_hidden_move (op); 2221 do_hidden_move (op);
2551 2297
2552 /* 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
2553 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2300 * called, so we recheck it here.
2555 */ 2301 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2302 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2303 return 1;
2558 ;
2559 2304
2560 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2561 return 0; 2306 {
2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 { 2308 {
2565 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--; 2310 op->speed_left--;
2567 2311
2568 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2569 * 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
2570 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2571 */ 2315 */
2572 move_player (op, op->direction); 2316 move_player (op, op->direction);
2573 if (op->speed_left > 0) 2317
2574 return 1; 2318 return op->speed_left > 0;
2575 else 2319 }
2576 return 0;
2577 } 2320 }
2578 2321
2579 return 0; 2322 return 0;
2580} 2323}
2581 2324
2601 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2602 2345
2603 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2604 op->stats.food = 999; 2347 op->stats.food = 999;
2605 2348
2606 fix_player (op); 2349 op->update_stats ();
2607 return 1; 2350 return 1;
2608 } 2351 }
2609 2352
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623{ 2366{
2624 object *next; 2367 object *next;
2625 2368
2626 while (op) 2369 while (op)
2627 { 2370 {
2628 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' */
2629 * we remove object 'op' 2372
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2374 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2639 } 2379 }
2640 else if (op->inv) 2380 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2642 2382
2643 op = next; 2383 op = next;
2644 } 2384 }
2645} 2385}
2646
2647 2386
2648/* 2387/*
2649 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2425 strcat (buf2, buf);
2687 2426
2688 return buf2; 2427 return buf2;
2689} 2428}
2690
2691
2692 2429
2693void 2430void
2694do_some_living (object *op) 2431do_some_living (object *op)
2695{ 2432{
2696 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2705 const int max_grace = 1; 2442 const int max_grace = 1;
2706 2443
2707 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2708 { 2445 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2449 }
2713 2450
2714 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2715 { 2452 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2457 else
2722 { 2458 {
2723 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2461 }
2462
2726 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2465 else
2729 { 2466 {
2730 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2469 }
2470
2733 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2473 else
2736 { 2474 {
2737 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2753 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2754 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))
2755 op->stats.food = last_food; 2493 op->stats.food = last_food;
2756 } 2494 }
2757 } 2495 }
2496
2758 if (max_sp > 1) 2497 if (max_sp > 1)
2759 { 2498 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2500 if (over_sp > 0)
2762 { 2501 {
2763 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2764 { 2503 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2766 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))
2767 op->stats.sp--; 2507 op->stats.sp--;
2508
2768 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2770 } 2511 }
2771 op->last_sp = 0; 2512 op->last_sp = 0;
2772 } 2513 }
2773 else 2514 else
2774 {
2775 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);
2776 }
2777 } 2516 }
2778 else 2517 else
2779 {
2780 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);
2781 }
2782 } 2519 }
2783 2520
2784 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2785 /* 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. */
2786 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2787 { 2524 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2790 if (max_grace > 1) 2528 if (max_grace > 1)
2791 { 2529 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2531 if (over_grace > 0)
2794 { 2532 {
2822 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2823 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))
2824 op->stats.food = last_food; 2562 op->stats.food = last_food;
2825 } 2563 }
2826 } 2564 }
2565
2827 if (max_hp > 1) 2566 if (max_hp > 1)
2828 { 2567 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2569 if (over_hp > 0)
2831 { 2570 {
2855 2594
2856 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2857 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);
2858 else 2597 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2860 /* dms do not consume food */ 2600 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2602 op->stats.food--;
2863 } 2603 }
2864 }
2865 2604
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2606 {
2868 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2869 2608
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2610 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2876 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.");
2877 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2618 break;
2880 } 2619 }
2881 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2882 flesh = tmp; 2621 flesh = tmp;
2883 } /* End if paid for object */ 2622 } /* End if paid for object */
2884 } /* end of for loop */ 2623 } /* end of for loop */
2624
2885 /* 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
2886 * eat flesh instead. 2626 * eat flesh instead.
2887 */ 2627 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2629 {
2890 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.");
2891 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2892 } 2632 }
2893 } /* end if player is starving */ 2633 }
2894 2634
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2897 2637
2898 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))
2899 kill_player (op); 2639 kill_player (op);
2640 }
2900} 2641}
2901
2902
2903 2642
2904/* 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.
2905 * 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
2906 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2646 * file.
2937 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!");
2938 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...");
2939 2678
2940 /* restore player */ 2679 /* restore player */
2941 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2682 {
2945 tmp->destroy (); 2683 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2685 }
2948 2686
2949 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2689 {
2953 tmp->destroy (); 2690 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2692 }
2956 2693
2958 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2697 op->stats.food = 999;
2961 2698
2962 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2701 {
2966 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2703 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2969 " 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",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2707 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2974 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2711 }
2977 2712
2978 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2715 op->contr->braced = 0;
2985 2720
2986 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2987 2722
2988 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2989 { 2724 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2999 } 2727 }
3000 else 2728 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3010 } 2730
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2732
3013 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3014 x = op->x; 2734 x = op->x;
3015 y = op->y; 2735 y = op->y;
3016 map = op->map; 2736 map = op->map;
3017 2737
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * 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.
3023 * 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.
3024 */ 2741 */
3025 2742
3026 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2745 * of death.
3029 */ 2746 */
3030#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3032 { 2749 {
3033 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3034 /* 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
3035 more if they do. */ 2752 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2755 little bit harder. */
3039 /* GD */ 2756 /* GD */
3040 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2758 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2759 else
3046 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3047 num_stats_lose = 1; 2763 num_stats_lose = 1;
3048 } 2764
3049 lost_a_stat = 0; 2765 lost_a_stat = 0;
3050 2766
3051 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3052 { 2768 {
3053 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3054 2770
3055 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3056 { 2772 {
3057 /* 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
3058 * what he lost. 2774 * what he lost.
3059 */ 2775 */
3060 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 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);
3066 } 2794 }
3067 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3068 { 2797 {
3069 /* deplete a stat */ 2798 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3071 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3072 2801 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2802 {
3076 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3078 } 2805
3079 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 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)
3086 { 2812 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2813 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2815 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2816 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2817 else
3121 if (this_stat >= -50)
3122 { 2818 {
3123 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 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"); */
3128 } 2824 }
3129 } 2825 }
3130 } 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 }
3131 } 2845 }
2846 }
2847 }
3132 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2849 if (!lost_a_stat)
3134 { 2850 {
3135 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3138 2854
3139 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2857 else
3142 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.");
3143 } 2859 }
3144#else 2860#else
3145 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.");
3146#endif 2862#endif
3147 2863
3148 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2865 * exp loss on the stone.
3150 */ 2866 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2869 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3156 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3157 tmp->msg = buf; 2873 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2876
3161 /**************************************/ 2877 /**************************************/
3162 /* */ 2878 /* */
3163 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3166 /* */ 2882 /* */
3167 /**************************************/ 2883 /**************************************/
3168 2884
3169 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2886 /* restore player */
3171 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3173 2889
3174 if (tmp) 2890 if (tmp)
3175 { 2891 {
3176 tmp->destroy (); 2892 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2894 }
3179 2895
3180 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2898 if (tmp)
3183 { 2899 {
3184 tmp->destroy (); 2900 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2902 }
3187 2903
3188 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3189 2905
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3193 op->stats.food = 900; 2909 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2913
3198 /* 2914 /*
3199 * 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
3200 * 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
3201 * in the map. 2917 * in the map.
3202 */ 2918 */
3203 2919
3204 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3206 2922
3207 /****************************************/ 2923 /****************************************/
3208 /* */ 2924 /* */
3209 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3211 /* */ 2927 /* */
3212 /****************************************/ 2928 /****************************************/
3213 2929
3214 enter_player_savebed (op); 2930 enter_player_savebed (op);
3215 2931
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2932 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2933
3222 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2937 * on the space that might harm the player.
3226 */ 2938 */
3227 will_kill_again = 0; 2939 will_kill_again = 0;
3228 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)
3229 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3231 2943
3232 if (will_kill_again) 2944 if (will_kill_again)
3233 { 2945 {
3234 object *force; 2946 object *force;
3235 int at; 2947 int at;
3236 2948
3237 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2951 force->speed = 0.1;
3240 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2956 force->resist[at] = 100;
3245 2957
3246 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3247 fix_player (op); 2959 op->update_stats ();
3248 2960
3249 } 2961 }
3250 2962
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2964}
3320
3321 2965
3322void 2966void
3323loot_object (object *op) 2967loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3326 2970
3327 if (op->container) 2971 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3330 }
3331 2973
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3333 { 2975 {
3334 next = tmp->below; 2976 next = tmp->below;
2977
3335 if (tmp->invisible) 2978 if (tmp->invisible)
3336 continue; 2979 continue;
2980
3337 tmp->remove (); 2981 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2984 { /* empty container to ground */
3341 loot_object (tmp); 2985 loot_object (tmp);
3342 } 2986 }
3343 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))))
3344 { 2988 {
3345 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3346 { 2990 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2992 tmp2->destroy ();
3363 */ 3007 */
3364 3008
3365void 3009void
3366fix_weight (void) 3010fix_weight (void)
3367{ 3011{
3368 player *pl; 3012 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 3013 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 3015
3374 if (old == sum) 3016 if (old == sum)
3375 continue; 3017 continue;
3376 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3377 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);
3378 } 3020 }
3379} 3021}
3380 3022
3381void 3023void
3382fix_luck (void) 3024fix_luck (void)
3383{ 3025{
3384 player *pl; 3026 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3389} 3029}
3390
3391 3030
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3395 */ 3034 */
3396
3397void 3035void
3398cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3399{ 3037{
3400 object *skop, *spob; 3038 object *skop, *spob;
3401 3039
3511 3149
3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3513 3151
3514 /* 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! */
3515 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3518 { 3155 {
3519 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!");
3520 make_visible (op); 3157 make_visible (op);
3521 return; 3158 return;
3522 } 3159 }
3523 else 3160 else
3524 num += 20; 3161 num += 20;
3525 } 3162
3526 num += op->map->difficulty; 3163 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide; 3165 num -= hide;
3166
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 { 3168 {
3531 make_visible (op); 3169 make_visible (op);
3532 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3533 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!");
3534 } 3172 }
3535 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3536 {
3537 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);
3538 }
3539} 3175}
3540 3176
3541/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3542 3178
3543int 3179int
3610 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3611 { 3247 {
3612 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1; 3249 return -1;
3614 } 3250 }
3251
3615 if (!pl || !op) 3252 if (!pl || !op)
3616 return 0; 3253 return 0;
3617 3254
3618 if (op->head)
3619 {
3620 op = op->head; 3255 op = op->head_ ();
3621 } 3256
3622 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3623 3258
3624 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any 3260 * through the object and find if it has any
3626 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3634 3269
3635 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3636 * 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
3637 * for any meaningful values. 3272 * for any meaningful values.
3638 */ 3273 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3641 !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)])
3642 return 1; 3277 return 1;
3643 op = op->more; 3278 op = op->more;
3644 } 3279 }
3645 return 0; 3280 return 0;
3646} 3281}
3756 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3757 return; 3392 return;
3758 3393
3759 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++);
3760 3395
3761 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3762 { 3397 {
3763 /* 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]); */
3764 return; 3399 return;
3765 } 3400 }
3766 3401
3832 { 3467 {
3833 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3834 object *skin; 3469 object *skin;
3835 3470
3836 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3837 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
3838 if (skin == NULL) 3476 if (!skin)
3839 return; 3477 return;
3840 3478
3841 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 { 3481 {
3888 * not readied. 3526 * not readied.
3889 */ 3527 */
3890void 3528void
3891player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3892{ 3530{
3893 rangetype i;
3894
3895 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))
3896 {
3897 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3898 { 3533 {
3899 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3900 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3903 }
3904 } 3537 }
3905 }
3906} 3538}

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