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Comparing deliantra/server/server/player.C (file contents):
Revision 1.33 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h> 25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36player *
41find_player (const char *plname) 37find_player (const char *plname)
42{ 38{
43 player *pl; 39 player *pl;
44 40
45 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 43 return pl;
49 }; 44
50 return NULL; 45 return 0;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77} 46}
78 47
79void 48void
80display_motd (const object *op) 49display_motd (const object *op)
81{ 50{
85 int comp; 54 int comp;
86 int size; 55 int size;
87 56
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 59 return;
92 } 60
93 motd[0] = '\0'; 61 motd[0] = '\0';
94 size = 0; 62 size = 0;
63
95 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
96 { 65 {
97 if (*buf == '#') 66 if (*buf == '#')
98 continue; 67 continue;
68
99 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 70 size += strlen (buf);
101 } 71 }
72
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
104} 75}
105 76
106void 77void
112 int comp; 83 int comp;
113 int size; 84 int size;
114 85
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 88 return;
119 } 89
120 rules[0] = '\0'; 90 rules[0] = '\0';
121 size = 0; 91 size = 0;
92
122 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
123 { 94 {
124 if (*buf == '#') 95 if (*buf == '#')
125 continue; 96 continue;
97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
127 { 99 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 101 break;
130 } 102 }
103
131 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 105 size += strlen (buf);
133 } 106 }
107
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
136} 110}
137 111
138void 112void
146 int size; 120 int size;
147 121
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 124 return;
125
151 news[0] = '\0'; 126 news[0] = '\0';
152 subject[0] = '\0'; 127 subject[0] = '\0';
153 size = 0; 128 size = 0;
129
154 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 131 {
156 if (*buf == '#') 132 if (*buf == '#')
157 continue; 133 continue;
134
158 if (*buf == '%') 135 if (*buf == '%')
159 { /* send one news */ 136 { /* send one news */
160 if (size > 0) 137 if (size > 0)
161 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 */ 138 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 */
162 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
182} 159}
183 160
184int 161/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 162static void
163set_first_map (object *op)
186{ 164{
187 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
188 if (*cp == '-' || *cp == '_') 166 op->x = -1;
189 return 0; 167 op->y = -1;
190 168 enter_exit (op, 0);
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 169}
196 170
197/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
198 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
199 * Caller is responsible for setting the correct map. 173void
200 */ 174player::connect (client *ns)
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{ 175{
211 object *op = arch_to_object (get_player_archetype (NULL)); 176 this->ns = ns;
212 int i; 177 ns->pl = this;
213 178
214 if (!p) 179 next = first_player;
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p; 180 first_player = this;
232 181
233 p->next = NULL; 182 ns->update_look = 0;
234 } 183 ns->look_position = 0;
235 184
236 /* Clears basically the entire player structure except 185 clear_los (ob);
237 * for next and socket. 186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 208 */
239 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
240 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
241 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 274 * we deal with that below this point.
243 */ 275 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 279
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
255 281
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
270 p->last_speed = -1; 283 last_speed = -1;
271 p->shoottype = range_none; 284 shoottype = range_none;
272 p->bowtype = bow_normal; 285 bowtype = bow_normal;
273 p->petmode = pet_normal; 286 petmode = pet_normal;
274 p->listening = 10; 287 listening = 10;
275 p->usekeys = containers; 288 usekeys = containers;
276 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 291 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 292
287 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
290 * at zero. 296 * at zero.
291 */ 297 */
292 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 300
296 }
297 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 302 last_resist[i] = -1;
300 } 303
301 p->last_stats.exp = -1; 304 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 306}
308 307
309/* This loads the first map an puts the player on it. */ 308player::~player ()
310static void
311set_first_map (object *op)
312{ 309{
313 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
319/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
321 * mode. 350 * mode.
322 */ 351 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
328 356
329 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 358
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob);
343
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 359 return pl;
352} 360}
353 361
354/* 362/*
355 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
365 { 373 {
366 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
367 at = first_archetype; 375 at = first_archetype;
368 else 376 else
369 at = at->next; 377 at = at->next;
378
370 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
371 return at; 380 return at;
381
372 if (at == start) 382 if (at == start)
373 { 383 {
374 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 385 exit (-1);
376 } 386 }
377 } 387 }
378} 388}
379
380 389
381object * 390object *
382get_nearest_player (object *mon) 391get_nearest_player (object *mon)
383{ 392{
384 object *op = NULL; 393 object *op = NULL;
461 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 472 * is probably not a good thing.
464 */ 473 */
465#define MAX_SPACES 50 474#define MAX_SPACES 50
466
467 475
468/* 476/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
710 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
711 link_player_skills (pl); 719 link_player_skills (pl);
712} 720}
713 721
714void 722void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 723get_party_password (object *op, partylist *party)
799{ 724{
800 if (party == NULL) 725 if (party == NULL)
801 { 726 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 728 return;
804 } 729 }
730
805 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 735}
810
811 736
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 738static int
814roll_stat (void) 739roll_stat (void)
815{ 740{
816 int a[4], i, j, k; 741 int a[4], i, j, k;
817 742
818 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
821 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 747 if (a[i] < k)
823 k = a[i], j = i; 748 k = a[i], j = i;
824 749
825 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 751 if (i != j)
828 k += a[i]; 752 k += a[i];
829 } 753
830 return k; 754 return k;
831} 755}
832 756
833void 757void
834roll_stats (object *op) 758object::roll_stats ()
835{ 759{
836 int sum = 0;
837 int i = 0, j = 0;
838 int statsort[7]; 760 int statsort [7];
839 761
840 do 762 for (;;)
841 {
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 } 763 {
851 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
852 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
853 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 773 std::sort (statsort, statsort + 7, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 774
862 /* a quick and dirty bubblesort? */
863 do
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878
879 op->stats.Str = statsort[0]; 775 stats.Str = statsort[0];
880 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
881 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
882 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
883 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
886 782
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 783 stats.exp = 0;
898 op->stats.ac = 0; 784 stats.ac = 0;
899 785
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
908 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
909} 798}
910 799
911void 800void
912Roll_Again (object *op) 801object::swap_stats (int a, int b)
913{ 802{
914 esrv_new_player (op->contr, 0);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918
919void
920Swap_Stat (object *op, int Swap_Second)
921{
922 signed char tmp;
923 char buf[MAX_BUF];
924
925 if (op->contr->Swap_First == -1)
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 803 int tmp = get_attr_value (&contr->orig_stats, a);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 805 set_attr_value (&contr->orig_stats, b, tmp);
938 806
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 807 stats.Str = contr->orig_stats.Str;
942 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
948 op->stats.ac = 0; 817 stats.ac = 0;
949 818
950 op->level = 1; 819 level = 1;
951 op->stats.exp = 0; 820 stats.exp = 0;
952 op->stats.ac = 0; 821 stats.ac = 0;
953 822
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
960 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
961 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
962 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 { 834 }
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf);
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 835}
1040 836
1041/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1045 * not the class. 841 * not the class.
1046 */ 842 */
1047
1048int 843int
1049key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1050{ 845{
1051 int tmp_loop; 846 int tmp_loop;
1052 847
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1060 { 849 {
1061 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1062 851
1063 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (op->contr, op->weight + op->carrying);
854
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 855 treasurelist *tl = find_treasurelist ("starting_wealth");
856 if (tl)
857 create_treasure (tl, op, 0, 0, 0);
1066 858
1067 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1069 861
1070 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1071 863
1072 if (op->msg) 864 if (op->msg)
1073 op->msg = NULL; 865 op->msg = NULL;
1074 866
1075 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1084 start_info (op); 876 start_info (op);
1085 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1087 link_player_skills (op); 879 link_player_skills (op);
1088 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1089 fix_player (op); 881 op->update_stats ();
1090 882
1091 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1092 * is one for this race 884 * is one for this race
1093 */ 885 */
1094 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1105 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1106 * default initial map */ 898 * default initial map */
1107 tmp->destroy (); 899 tmp->destroy ();
1108 } 900 }
1109 else 901 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 903
1113 return 0; 904 return 0;
1114 } 905 }
1115 906
1116 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1121 while (!tmp_loop) 912 while (!tmp_loop)
1122 { 913 {
1123 shstr name = op->name; 914 shstr name = op->name;
1124 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1125 916
1126 remove_statbonus (op); 917 op->remove_statbonus ();
1127 op->remove (); 918 op->remove ();
1128 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1129 op->arch->clone.copy_to (op); 920 op->arch->clone.copy_to (op);
1130 op->instantiate (); 921 op->instantiate ();
1131 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1133 op->x = x; 924 op->x = x;
1134 op->y = y; 925 op->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1137 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1138 add_statbonus (op); 929 op->add_statbonus ();
1139 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1140 } 931 }
1141 932
1142 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1144 fix_player (op); 935 op->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1147 op->stats.grace = 0; 938 op->stats.grace = 0;
1148 939
1149 if (op->msg) 940 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151 942
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0; 944 return 0;
1154} 945}
1155 946
1156int 947int
1157key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1158{ 949{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 { 951 {
1163 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1; 954 return 1;
1166 } 955 }
1167 956
1168 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1173 op->direction = 0; 962 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175 964
1176 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1177 check_score (op); 966 check_score (op);
1178 op->contr->party = NULL; 967 op->contr->party = 0;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1181 969
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1183 {
1184 maptile *mp, *next;
1185 971
972 delete ob->contr;
973
1186 /* We need to hunt for any per player unique maps in memory and 974 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional, 975 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */ 977 */
978 char buf[MAX_BUF];
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next) 980
1192 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1193 next = mp->next; 983 next = mp->next;
984
1194 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp); 986 delete_map (mp);
1196 } 987 }
1197 988
1198 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1199 }
1200 990
1201 play_again (op);
1202 return 1; 991 return 1;
1203} 992}
1204 993
1205void 994void
1206flee_player (object *op) 995flee_player (object *op)
1237 { 1026 {
1238 op->enemy = NULL; 1027 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1029 return;
1241 } 1030 }
1031
1242 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1243 1033
1244 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1246 { 1036 {
1247 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1248 1038
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1040 return;
1252 }
1253 } 1041 }
1042
1254 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1045 op->enemy = NULL;
1257} 1046}
1258 1047
1814 if (!dir) 1603 if (!dir)
1815 { 1604 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1606 return 0;
1818 } 1607 }
1608
1819 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1820 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1821 else 1611 else
1822 { 1612 {
1823 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1831 { 1621 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1623 return 0;
1834 } 1624 }
1835 } 1625 }
1626
1836 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1837 { 1628 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1630 return 0;
1840 } 1631 }
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 1634
1844 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1847 if (bowspeed < 1) 1639 if (bowspeed < 1)
1848 bowspeed = 1; 1640 bowspeed = 1;
1849 1641
1850 if (arrow == NULL) 1642 if (arrow == NULL)
1851 { 1643 {
1857 else 1649 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1859 return 0; 1651 return 0;
1860 } 1652 }
1861 } 1653 }
1654
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1657 return 0;
1866 } 1658
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1660 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1662 return 0;
1871 } 1663 }
1877 return 0; 1669 return 0;
1878 } 1670 }
1879 1671
1880 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1674 if (!arrow)
1883 { 1675 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1677 return 0;
1886 } 1678 }
1887 set_owner (arrow, op); 1679
1680 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1889 1682
1890 arrow->direction = dir; 1683 arrow->direction = dir;
1891 arrow->x = sx; 1684 arrow->x = sx;
1892 arrow->y = sy; 1685 arrow->y = sy;
1893 1686
1894 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1895 { 1688 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op); 1690 op->update_stats ();
1898 } 1691 }
1899 1692
1900 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1906 1699
1907 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1909 */ 1702 */
1910 1703
1934 } 1727 }
1935 1728
1936 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1937 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1938 1731
1939 if (bow->slaying != NULL) 1732 if (bow->slaying)
1940 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1941 1734
1942 arrow->map = m; 1735 arrow->map = m;
1943 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2062 item->speed = 0; 1855 item->speed = 0;
2063 update_ob_speed (item); 1856 update_ob_speed (item);
2064 } 1857 }
2065 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1860 }
2068 } 1861 }
2069 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2070 { 1863 {
2220 * 0 otherwise 2013 * 0 otherwise
2221 */ 2014 */
2222static int 2015static int
2223player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2224{ 2017{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* If its a door, try to find a use a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 2019 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2229 */ 2021 */
2230 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2268 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2272 */ 2064 */
2273
2274void 2065void
2275move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2276{ 2067{
2277 object *tmp, *mon; 2068 object *tmp, *mon;
2278 sint16 nx, ny; 2069 sint16 nx, ny;
2280 maptile *m; 2071 maptile *m;
2281 2072
2282 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2284 2075
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2286 2077
2287 /* If braced, or can't move to the square, and it is not out of the 2078 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2079 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2080 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2302 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2303 } 2094 }
2304 else 2095 else
2305 m = op->map; 2096 m = op->map;
2306 2097
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2308 { 2099 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2310 return; 2101 return;
2311 } 2102 }
2312 2103
2313 mon = NULL; 2104 mon = 0;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2106 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2107 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2108 * on the space
2318 */ 2109 */
2319 while (tmp != NULL) 2110 while (tmp)
2320 { 2111 {
2321 if (tmp == op) 2112 if (tmp == op)
2322 { 2113 {
2323 tmp = tmp->above; 2114 tmp = tmp->above;
2324 continue; 2115 continue;
2334 mon = tmp; 2125 mon = tmp;
2335 2126
2336 tmp = tmp->above; 2127 tmp = tmp->above;
2337 } 2128 }
2338 2129
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2131 return; /* into a wall */
2341 2132
2342 if (mon->head != NULL) 2133 if (mon->head)
2343 mon = mon->head; 2134 mon = mon->head;
2344 2135
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2347 return; 2138 return;
2359 * player owns it and it is either friendly or unagressive. 2150 * player owns it and it is either friendly or unagressive.
2360 */ 2151 */
2361 if ((op->type == PLAYER) 2152 if ((op->type == PLAYER)
2362#if COZY_SERVER 2153#if COZY_SERVER
2363 && 2154 &&
2364 ((get_owner (mon) && get_owner (mon)->contr 2155 ((mon->owner && mon->owner->contr
2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2366#else 2157#else
2367 && get_owner (mon) == op 2158 && mon->owner == op
2368#endif 2159#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2161 {
2371 /* If we're braced, we don't want to switch places with it */ 2162 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2163 if (op->contr->braced)
2384 * attack them either. 2175 * attack them either.
2385 */ 2176 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2180 (op->contr->peaceful
2390 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2391 && mon->contr-> 2182 && mon->contr->
2392 peaceful)) && 2183 peaceful)) &&
2393#else 2184#else
2394 op->contr->peaceful && 2185 op->contr->peaceful &&
2395#endif 2186#endif
2396 !on_battleground)) 2187 !on_battleground))
2397 { 2188 {
2398 if (!op->contr->braced) 2189 if (!op->contr->braced)
2399 { 2190 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2402 } 2193 }
2403 else 2194 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2196
2407 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2198 make_visible (op);
2409 } 2199 }
2410 2200
2411 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2440 2230
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2232 }
2443 2233
2444 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2445 2235
2446 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2239 * the wiz.
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 { 2242 {
2453 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2454 2244
2455 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2458 } 2248 }
2249
2459 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2460 make_visible (op); 2251 make_visible (op);
2461 } 2252 }
2462 } /* if player should attack something */ 2253 } /* if player should attack something */
2463} 2254}
2498 2289
2499 /* Add special check for newcs players and fire on - this way, the 2290 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2291 * server can handle repeat firing.
2501 */ 2292 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2294 op->direction = dir;
2505 }
2506 else 2295 else
2507 {
2508 op->direction = 0; 2296 op->direction = 0;
2509 } 2297
2510 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2300 * for players.
2513 */ 2301 */
2514 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2566 2354
2567 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2357 * called, so we recheck it here.
2570 */ 2358 */
2571 HandleClient (&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2572 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2573 return 0; 2364 return 0;
2574 2365
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2367 {
2585 if (op->speed_left > 0) 2376 if (op->speed_left > 0)
2586 return 1; 2377 return 1;
2587 else 2378 else
2588 return 0; 2379 return 0;
2589 } 2380 }
2381
2590 return 0; 2382 return 0;
2591} 2383}
2592 2384
2593int 2385int
2594save_life (object *op) 2386save_life (object *op)
2595{ 2387{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2388 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2389 return 0;
2600 2390
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2393 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2396
2614 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2615 2405
2616 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2617 op->stats.food = 999; 2407 op->stats.food = 999;
2618 2408
2619 fix_player (op); 2409 op->update_stats ();
2620 return 1; 2410 return 1;
2621 } 2411 }
2412
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2415 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2416 return 0;
2626} 2417}
2649 esrv_del_item (env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2651 } 2442 }
2652 else if (op->inv) 2443 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2445
2654 op = next; 2446 op = next;
2655 } 2447 }
2656} 2448}
2657
2658 2449
2659/* 2450/*
2660 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2467 else
2677 sprintf (buf, "%s\n", &op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2471 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2474 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2478 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2687 { 2480 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2483 strcat (buf2, buf);
2691 } 2484 }
2485
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2695 return buf2; 2490 return buf2;
2696} 2491}
2697
2698
2699 2492
2700void 2493void
2701do_some_living (object *op) 2494do_some_living (object *op)
2702{ 2495{
2703 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2712 const int max_grace = 1; 2505 const int max_grace = 1;
2713 2506
2714 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2715 { 2508 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2512 }
2720 2513
2721 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2722 { 2515 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2520 else
2729 { 2521 {
2730 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2524 }
2525
2733 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2528 else
2736 { 2529 {
2737 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2532 }
2533
2740 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2536 else
2743 { 2537 {
2744 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2760 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2556 op->stats.food = last_food;
2763 } 2557 }
2764 } 2558 }
2559
2765 if (max_sp > 1) 2560 if (max_sp > 1)
2766 { 2561 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2563 if (over_sp > 0)
2769 { 2564 {
2770 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2771 { 2566 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2570 op->stats.sp--;
2571
2775 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2777 } 2574 }
2778 op->last_sp = 0; 2575 op->last_sp = 0;
2779 } 2576 }
2780 else 2577 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2579 }
2785 else 2580 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2582 }
2790 2583
2791 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2794 { 2587 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2797 if (max_grace > 1) 2591 if (max_grace > 1)
2798 { 2592 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2594 if (over_grace > 0)
2801 { 2595 {
2829 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2625 op->stats.food = last_food;
2832 } 2626 }
2833 } 2627 }
2628
2834 if (max_hp > 1) 2629 if (max_hp > 1)
2835 { 2630 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2632 if (over_hp > 0)
2838 { 2633 {
2862 2657
2863 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2660 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2867 /* dms do not consume food */ 2663 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2665 op->stats.food--;
2870 } 2666 }
2871 }
2872 2667
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2669 {
2875 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2876 2671
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2673 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2681 break;
2887 } 2682 }
2888 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2889 flesh = tmp; 2684 flesh = tmp;
2890 } /* End if paid for object */ 2685 } /* End if paid for object */
2891 } /* end of for loop */ 2686 } /* end of for loop */
2687
2892 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2689 * eat flesh instead.
2894 */ 2690 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2692 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2899 } 2695 }
2900 } /* end if player is starving */ 2696 }
2901 2697
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2904 2700
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2702 kill_player (op);
2703 }
2907} 2704}
2908
2909
2910 2705
2911/* If the player should die (lack of hp, food, etc), we call this. 2706/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2707 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2709 * file.
3021 x = op->x; 2816 x = op->x;
3022 y = op->y; 2817 y = op->y;
3023 map = op->map; 2818 map = op->map;
3024 2819
3025 2820
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2822 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2823 * See the config.h file for a little more in depth detail about this.
3031 */ 2824 */
3032 2825
3033 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2828 * of death.
3036 */ 2829 */
3037#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3039 { 2832 {
3040 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2835 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2838 little bit harder. */
3046 /* GD */ 2839 /* GD */
3047 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2841 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2842 else
3053 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3054 num_stats_lose = 1; 2847 num_stats_lose = 1;
3055 } 2848 }
3056 lost_a_stat = 0; 2849 lost_a_stat = 0;
3057 2850
3058 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3059 { 2852 {
3060 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3061 2854
3062 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3063 { 2856 {
3064 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3065 * what he lost. 2858 * what he lost.
3066 */ 2859 */
3067 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3073 } 2878 }
3074 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3075 { 2881 {
3076 /* deplete a stat */ 2882 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3078 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3079 2885 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2886 {
3083 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3085 } 2889
3086 lose_this_stat = 1; 2890 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2896 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2897 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2899 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2900 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2901 else
3128 if (this_stat >= -50)
3129 { 2902 {
3130 change_attr_value (&(dep->stats), i, -1); 2903 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2908 }
3136 } 2909 }
3137 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3138 } 2929 }
2930 }
2931 }
3139 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2933 if (!lost_a_stat)
3141 { 2934 {
3142 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3145 2938
3146 if (god && (strcmp (god, "none"))) 2939 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2941 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2943 }
3151#else 2944#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2946#endif
3154 2947
3155 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2949 * exp loss on the stone.
3157 */ 2950 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2953 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2955 tmp->name_pl = buf;
3163 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); 2956 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);
3164 tmp->msg = buf; 2957 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2960
3168 /**************************************/ 2961 /**************************************/
3169 /* */ 2962 /* */
3170 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3173 /* */ 2966 /* */
3174 /**************************************/ 2967 /**************************************/
3175 2968
3176 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2970 /* restore player */
3178 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
3180 2973
3181 if (tmp) 2974 if (tmp)
3182 { 2975 {
3183 tmp->destroy (); 2976 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2978 }
3186 2979
3187 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2982 if (tmp)
3190 { 2983 {
3191 tmp->destroy (); 2984 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2986 }
3194 2987
3195 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3196 2989
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3200 op->stats.food = 900; 2993 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2997
3205 /* 2998 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2999 * Check to see if the player is in a shop. IF so, then check to see if
3207 * the player has any unpaid items. If so, remove them and put them back 3000 * the player has any unpaid items. If so, remove them and put them back
3208 * in the map. 3001 * in the map.
3209 */ 3002 */
3210 3003
3211 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3213 3006
3214 /****************************************/ 3007 /****************************************/
3215 /* */ 3008 /* */
3216 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3218 /* */ 3011 /* */
3219 /****************************************/ 3012 /****************************************/
3220 3013
3221 enter_player_savebed (op); 3014 enter_player_savebed (op);
3222 3015
3223 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3224 * chance of abuse. 3017 * chance of abuse.
3225 */ 3018 */
3226 op->contr->braced = 0; 3019 op->contr->braced = 0;
3227 save_player (op, 1); 3020 op->contr->save ();
3228 3021
3229 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 3025 * on the space that might harm the player.
3233 */ 3026 */
3234 will_kill_again = 0; 3027 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3238 3031
3239 if (will_kill_again) 3032 if (will_kill_again)
3240 { 3033 {
3241 object *force; 3034 object *force;
3242 int at; 3035 int at;
3243 3036
3244 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 3039 force->speed = 0.1;
3247 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3248 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 3044 force->resist[at] = 100;
3252 3045
3253 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3254 fix_player (op); 3047 op->update_stats ();
3255 3048
3256 } 3049 }
3257 3050
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 3052}
3327
3328 3053
3329void 3054void
3330loot_object (object *op) 3055loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3333 3058
3334 if (op->container) 3059 if (op->container)
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3337 }
3338 3061
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3340 { 3063 {
3341 next = tmp->below; 3064 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3343 continue; 3067 continue;
3068
3344 tmp->remove (); 3069 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3346 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 3072 { /* empty container to ground */
3348 loot_object (tmp); 3073 loot_object (tmp);
3370 */ 3095 */
3371 3096
3372void 3097void
3373fix_weight (void) 3098fix_weight (void)
3374{ 3099{
3375 player *pl;
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3378 { 3101 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 3103
3381 if (old == sum) 3104 if (old == sum)
3382 continue; 3105 continue;
3383 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 3108 }
3386} 3109}
3387 3110
3388void 3111void
3389fix_luck (void) 3112fix_luck (void)
3390{ 3113{
3391 player *pl;
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3394 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3396} 3117}
3397
3398 3118
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3402 */ 3122 */
3403
3404void 3123void
3405cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3406{ 3125{
3407 object *skop, *spob; 3126 object *skop, *spob;
3408 3127
3453 object *tmp = NULL; 3172 object *tmp = NULL;
3454 3173
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3175 return 1;
3457 3176
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3177 return 0;
3464} 3178}
3465 3179
3466/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3582 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3583 continue; 3297 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3299 continue;
3586 3300
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3302 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3304 return 1;
3591 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3592 { 3306 {
3646 3360
3647 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3362 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3363 * for any meaningful values.
3650 */ 3364 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3368 return 1;
3655 op = op->more; 3369 op = op->more;
3656 } 3370 }
3657 return 0; 3371 return 0;
3658} 3372}
3844 { 3558 {
3845 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3560 object *skin;
3847 3561
3848 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3850 if (skin == NULL) 3567 if (!skin)
3851 return; 3568 return;
3852 3569
3853 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3572 {

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