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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 player *pl;
41 40
42 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 43 return pl;
46 }; 44
47 return NULL; 45 return 0;
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} 46}
75 47
76void 48void
77display_motd (const object *op) 49display_motd (const object *op)
78{ 50{
87 return; 59 return;
88 60
89 motd[0] = '\0'; 61 motd[0] = '\0';
90 size = 0; 62 size = 0;
91 63
92 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
93 { 65 {
94 if (*buf == '#') 66 if (*buf == '#')
95 continue; 67 continue;
96 68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 88 return;
117 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
120 92
121 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
122 { 94 {
123 if (*buf == '#') 95 if (*buf == '#')
124 continue; 96 continue;
125 97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 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); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
187} 159}
188 160
189int 161/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 162static void
163set_first_map (object *op)
191{ 164{
192 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 166 op->x = -1;
194 return 0; 167 op->y = -1;
195 168 enter_exit (op, 0);
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} 169}
202 170
203/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
204 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
205 * Caller is responsible for setting the correct map. 173void
206 */ 174player::connect (client *ns)
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{ 175{
217 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
218 int i; 177 ns->pl = this;
219 178
220 /* Clears basically the entire player structure except 179 next = first_player;
221 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
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.
222 */ 208 */
223 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
224 211
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{
225 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 274 * we deal with that below this point.
227 */ 275 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 279
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
239 281
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; 282 gen_sp_armour = 10;
258 p->last_speed = -1; 283 last_speed = -1;
259 p->shoottype = range_none; 284 shoottype = range_none;
260 p->bowtype = bow_normal; 285 bowtype = bow_normal;
261 p->petmode = pet_normal; 286 petmode = pet_normal;
262 p->listening = 10; 287 listening = 10;
263 p->usekeys = containers; 288 usekeys = containers;
264 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 291 do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274 292
275 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
278 * at zero. 296 * at zero.
279 */ 297 */
280 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285 300
286 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1; 302 last_resist[i] = -1;
288 303
289 p->last_stats.exp = -1; 304 last_stats.exp = -1;
290 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 306}
297 307
298/* This loads the first map an puts the player on it. */ 308player::~player ()
299static void
300set_first_map (object *op)
301{ 309{
302 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
303 op->x = -1;
304 op->y = -1;
305 enter_exit (op, NULL);
306}
307 311
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
308/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
309 * 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
310 * mode. 350 * mode.
311 */ 351 */
312 352player *
313int 353player::create ()
314add_player (client *ns)
315{ 354{
316 player *p = new player; 355 player *pl = new player;
317 356
318 p->socket = ns; 357 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320 358
321 p->next = first_player;
322 first_player = p;
323
324 p = get_player (p);
325
326 set_first_map (p->ob);
327
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 359 return pl;
336} 360}
337 361
338/* 362/*
339 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
349 { 373 {
350 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
351 at = first_archetype; 375 at = first_archetype;
352 else 376 else
353 at = at->next; 377 at = at->next;
378
354 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
355 return at; 380 return at;
381
356 if (at == start) 382 if (at == start)
357 { 383 {
358 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 385 exit (-1);
360 } 386 }
361 } 387 }
362} 388}
363
364 389
365object * 390object *
366get_nearest_player (object *mon) 391get_nearest_player (object *mon)
367{ 392{
368 object *op = NULL; 393 object *op = NULL;
445 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 472 * is probably not a good thing.
448 */ 473 */
449#define MAX_SPACES 50 474#define MAX_SPACES 50
450
451 475
452/* 476/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
695 link_player_skills (pl); 719 link_player_skills (pl);
696} 720}
697 721
698void 722void
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) 723get_party_password (object *op, partylist *party)
783{ 724{
784 if (party == NULL) 725 if (party == NULL)
785 { 726 {
786 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);
787 return; 728 return;
788 } 729 }
730
789 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
792 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:");
793} 735}
794
795 736
796/* 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. */
797int 738static int
798roll_stat (void) 739roll_stat (void)
799{ 740{
800 int a[4], i, j, k; 741 int a[4], i, j, k;
801 742
802 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 747 if (a[i] < k)
807 k = a[i], j = i; 748 k = a[i], j = i;
808 749
809 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 751 if (i != j)
812 k += a[i]; 752 k += a[i];
813 } 753
814 return k; 754 return k;
815} 755}
816 756
817void 757void
818roll_stats (object *op) 758object::roll_stats ()
819{ 759{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 760 int statsort [7];
823 761
824 do 762 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 } 763 {
835 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
836 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
837 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 773 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;
845 774
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]; 775 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
870 782
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; 783 stats.exp = 0;
882 op->stats.ac = 0; 784 stats.ac = 0;
883 785
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; 786 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
893} 798}
894 799
895void 800void
896Roll_Again (object *op) 801object::swap_stats (int a, int b)
897{ 802{
898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902
903void
904Swap_Stat (object *op, int Swap_Second)
905{
906 signed char tmp;
907 char buf[MAX_BUF];
908
909 if (op->contr->Swap_First == -1)
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); 803 int tmp = get_attr_value (&contr->orig_stats, a);
918
919 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));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 805 set_attr_value (&contr->orig_stats, b, tmp);
922 806
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 807 stats.Str = contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
931 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
932 op->stats.ac = 0; 817 stats.ac = 0;
933 818
934 op->level = 1; 819 level = 1;
935 op->stats.exp = 0; 820 stats.exp = 0;
936 op->stats.ac = 0; 821 stats.ac = 0;
937 822
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; 823 stats.hp = stats.maxhp;
944 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
945 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
946 op->contr->orig_stats = op->stats; 833 contr->orig_stats = 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 { 834 }
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);
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} 835}
1024 836
1025/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1029 * not the class. 841 * not the class.
1030 */ 842 */
1031
1032int 843int
1033key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1034{ 845{
1035 int tmp_loop; 846 int tmp_loop;
1036 847
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1044 { 849 {
1045 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1046 851
1047 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, op, 0, 0, 0);
1053 858
1054 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1056 861
1057 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1058 863
1059 if (op->msg) 864 if (op->msg)
1060 op->msg = NULL; 865 op->msg = NULL;
1061 866
1062 /* 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
1071 start_info (op); 876 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 879 link_player_skills (op);
1075 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1076 fix_player (op); 881 op->update_stats ();
1077 882
1078 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1079 * is one for this race 884 * is one for this race
1080 */ 885 */
1081 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1092 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1093 * default initial map */ 898 * default initial map */
1094 tmp->destroy (); 899 tmp->destroy ();
1095 } 900 }
1096 else 901 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 903
1100 return 0; 904 return 0;
1101 } 905 }
1102 906
1103 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1108 while (!tmp_loop) 912 while (!tmp_loop)
1109 { 913 {
1110 shstr name = op->name; 914 shstr name = op->name;
1111 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1112 916
1113 remove_statbonus (op); 917 op->remove_statbonus ();
1114 op->remove (); 918 op->remove ();
1115 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1116 op->arch->clone.copy_to (op); 920 op->arch->clone.copy_to (op);
1117 op->instantiate (); 921 op->instantiate ();
1118 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1120 op->x = x; 924 op->x = x;
1121 op->y = y; 925 op->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1124 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1125 add_statbonus (op); 929 op->add_statbonus ();
1126 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1127 } 931 }
1128 932
1129 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1131 fix_player (op); 935 op->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1134 op->stats.grace = 0; 938 op->stats.grace = 0;
1135 939
1136 if (op->msg) 940 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138 942
1139 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");
1140 return 0; 944 return 0;
1141} 945}
1142 946
1143int 947int
1144key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1145{ 949{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 { 951 {
1150 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1; 954 return 1;
1153 } 955 }
1154 956
1155 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1160 op->direction = 0; 962 op->direction = 0;
1161 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);
1162 964
1163 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1164 check_score (op); 966 check_score (op);
1165 op->contr->party = NULL; 967 op->contr->party = 0;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1168 969
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1170 {
1171 maptile *mp, *next;
1172 971
972 delete ob->contr;
973
1173 /* 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
1174 * 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,
1175 * 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
1176 */ 977 */
978 char buf[MAX_BUF];
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next) 980
1179 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1180 next = mp->next; 983 next = mp->next;
984
1181 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp); 986 delete_map (mp);
1183 } 987 }
1184 988
1185 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1186 }
1187 990
1188 play_again (op);
1189 return 1; 991 return 1;
1190} 992}
1191 993
1192void 994void
1193flee_player (object *op) 995flee_player (object *op)
1224 { 1026 {
1225 op->enemy = NULL; 1027 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 1029 return;
1228 } 1030 }
1031
1229 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1230 1033
1231 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1233 { 1036 {
1234 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1235 1038
1236 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)))
1237 {
1238 return; 1040 return;
1239 }
1240 } 1041 }
1042
1241 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1045 op->enemy = NULL;
1244} 1046}
1245 1047
1801 if (!dir) 1603 if (!dir)
1802 { 1604 {
1803 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!");
1804 return 0; 1606 return 0;
1805 } 1607 }
1608
1806 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1808 else 1611 else
1809 { 1612 {
1810 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1818 { 1621 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1623 return 0;
1821 } 1624 }
1822 } 1625 }
1626
1823 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1824 { 1628 {
1825 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);
1826 return 0; 1630 return 0;
1827 } 1631 }
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830 1634
1831 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1834 if (bowspeed < 1) 1639 if (bowspeed < 1)
1835 bowspeed = 1; 1640 bowspeed = 1;
1836 1641
1837 if (arrow == NULL) 1642 if (arrow == NULL)
1838 { 1643 {
1844 else 1649 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1846 return 0; 1651 return 0;
1847 } 1652 }
1848 } 1653 }
1654
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1657 return 0;
1853 } 1658
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1660 {
1856 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.");
1857 return 0; 1662 return 0;
1858 } 1663 }
1864 return 0; 1669 return 0;
1865 } 1670 }
1866 1671
1867 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1674 if (!arrow)
1870 { 1675 {
1871 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);
1872 return 0; 1677 return 0;
1873 } 1678 }
1679
1874 arrow->set_owner (op); 1680 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1876 1682
1877 arrow->direction = dir; 1683 arrow->direction = dir;
1878 arrow->x = sx; 1684 arrow->x = sx;
1879 arrow->y = sy; 1685 arrow->y = sy;
1880 1686
1881 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1882 { 1688 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op); 1690 op->update_stats ();
1885 } 1691 }
1886 1692
1887 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1921 } 1727 }
1922 1728
1923 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1924 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1925 1731
1926 if (bow->slaying != NULL) 1732 if (bow->slaying)
1927 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1928 1734
1929 arrow->map = m; 1735 arrow->map = m;
1930 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2049 item->speed = 0; 1855 item->speed = 0;
2050 update_ob_speed (item); 1856 update_ob_speed (item);
2051 } 1857 }
2052 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1860 }
2055 } 1861 }
2056 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2057 { 1863 {
2207 * 0 otherwise 2013 * 0 otherwise
2208 */ 2014 */
2209static int 2015static int
2210player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2211{ 2017{
2212
2213 /* 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,
2214 * 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 -
2215 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2216 */ 2021 */
2217 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2255 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2259 */ 2064 */
2260
2261void 2065void
2262move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2263{ 2067{
2264 object *tmp, *mon; 2068 object *tmp, *mon;
2265 sint16 nx, ny; 2069 sint16 nx, ny;
2267 maptile *m; 2071 maptile *m;
2268 2072
2269 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2271 2075
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2273 2077
2274 /* 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
2275 * 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
2276 * 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
2277 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2289 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2290 } 2094 }
2291 else 2095 else
2292 m = op->map; 2096 m = op->map;
2293 2097
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2295 { 2099 {
2296 /* 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"); */
2297 return; 2101 return;
2298 } 2102 }
2299 2103
2300 mon = NULL; 2104 mon = 0;
2301 /* 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
2302 * 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.
2303 * 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
2304 * on the space 2108 * on the space
2305 */ 2109 */
2306 while (tmp != NULL) 2110 while (tmp)
2307 { 2111 {
2308 if (tmp == op) 2112 if (tmp == op)
2309 { 2113 {
2310 tmp = tmp->above; 2114 tmp = tmp->above;
2311 continue; 2115 continue;
2321 mon = tmp; 2125 mon = tmp;
2322 2126
2323 tmp = tmp->above; 2127 tmp = tmp->above;
2324 } 2128 }
2325 2129
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2131 return; /* into a wall */
2328 2132
2329 if (mon->head != NULL) 2133 if (mon->head)
2330 mon = mon->head; 2134 mon = mon->head;
2331 2135
2332 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))
2333 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2334 return; 2138 return;
2371 * attack them either. 2175 * attack them either.
2372 */ 2176 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2374 (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)) && (
2375#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2376 (op->contr->peaceful 2180 (op->contr->peaceful
2377 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2378 && mon->contr-> 2182 && mon->contr->
2379 peaceful)) && 2183 peaceful)) &&
2380#else 2184#else
2381 op->contr->peaceful && 2185 op->contr->peaceful &&
2382#endif 2186#endif
2383 !on_battleground)) 2187 !on_battleground))
2384 { 2188 {
2385 if (!op->contr->braced) 2189 if (!op->contr->braced)
2386 { 2190 {
2387 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);
2388 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2389 } 2193 }
2390 else 2194 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2196
2394 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2198 make_visible (op);
2396 } 2199 }
2397 2200
2398 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2427 2230
2428 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 */
2429 } 2232 }
2430 2233
2431 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2432 2235
2433 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2436 * the wiz. 2239 * the wiz.
2438 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))
2439 { 2242 {
2440 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2441 2244
2442 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2445 } 2248 }
2249
2446 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2447 make_visible (op); 2251 make_visible (op);
2448 } 2252 }
2449 } /* if player should attack something */ 2253 } /* if player should attack something */
2450} 2254}
2485 2289
2486 /* 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
2487 * server can handle repeat firing. 2291 * server can handle repeat firing.
2488 */ 2292 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2294 op->direction = dir;
2492 }
2493 else 2295 else
2494 {
2495 op->direction = 0; 2296 op->direction = 0;
2496 } 2297
2497 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2300 * for players.
2500 */ 2301 */
2501 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2553 2354
2554 /* 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
2555 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2357 * called, so we recheck it here.
2557 */ 2358 */
2558 op->contr->socket->handle_command (); 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
2559 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2560 return 0; 2364 return 0;
2561 2365
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 { 2367 {
2600 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2601 2405
2602 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2603 op->stats.food = 999; 2407 op->stats.food = 999;
2604 2408
2605 fix_player (op); 2409 op->update_stats ();
2606 return 1; 2410 return 1;
2607 } 2411 }
2608 2412
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2640 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2641 2445
2642 op = next; 2446 op = next;
2643 } 2447 }
2644} 2448}
2645
2646 2449
2647/* 2450/*
2648 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2488 strcat (buf2, buf);
2686 2489
2687 return buf2; 2490 return buf2;
2688} 2491}
2689
2690
2691 2492
2692void 2493void
2693do_some_living (object *op) 2494do_some_living (object *op)
2694{ 2495{
2695 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2704 const int max_grace = 1; 2505 const int max_grace = 1;
2705 2506
2706 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2707 { 2508 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 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)
2710 flush_output_element (op, &op->contr->outputs[i]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2512 }
2712 2513
2713 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2714 { 2515 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2520 else
2721 { 2521 {
2722 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2524 }
2525
2725 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2528 else
2728 { 2529 {
2729 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2532 }
2533
2732 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2536 else
2735 { 2537 {
2736 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2752 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2753 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))
2754 op->stats.food = last_food; 2556 op->stats.food = last_food;
2755 } 2557 }
2756 } 2558 }
2559
2757 if (max_sp > 1) 2560 if (max_sp > 1)
2758 { 2561 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2563 if (over_sp > 0)
2761 { 2564 {
2762 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2763 { 2566 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2765 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))
2766 op->stats.sp--; 2570 op->stats.sp--;
2571
2767 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2769 } 2574 }
2770 op->last_sp = 0; 2575 op->last_sp = 0;
2771 } 2576 }
2772 else 2577 else
2773 {
2774 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);
2775 }
2776 } 2579 }
2777 else 2580 else
2778 {
2779 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);
2780 }
2781 } 2582 }
2782 2583
2783 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2784 /* 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. */
2785 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2786 { 2587 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2789 if (max_grace > 1) 2591 if (max_grace > 1)
2790 { 2592 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2594 if (over_grace > 0)
2793 { 2595 {
2821 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2822 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))
2823 op->stats.food = last_food; 2625 op->stats.food = last_food;
2824 } 2626 }
2825 } 2627 }
2628
2826 if (max_hp > 1) 2629 if (max_hp > 1)
2827 { 2630 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2632 if (over_hp > 0)
2830 { 2633 {
2854 2657
2855 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2856 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);
2857 else 2660 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2859 /* dms do not consume food */ 2663 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2665 op->stats.food--;
2862 } 2666 }
2863 }
2864 2667
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2669 {
2867 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2868 2671
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 { 2673 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2875 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.");
2876 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2681 break;
2879 } 2682 }
2880 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2881 flesh = tmp; 2684 flesh = tmp;
2882 } /* End if paid for object */ 2685 } /* End if paid for object */
2883 } /* end of for loop */ 2686 } /* end of for loop */
2687
2884 /* 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
2885 * eat flesh instead. 2689 * eat flesh instead.
2886 */ 2690 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2692 {
2889 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.");
2890 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2891 } 2695 }
2892 } /* end if player is starving */ 2696 }
2893 2697
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2896 2700
2897 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))
2898 kill_player (op); 2702 kill_player (op);
2703 }
2899} 2704}
2900
2901
2902 2705
2903/* 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.
2904 * 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
2905 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2709 * file.
3013 x = op->x; 2816 x = op->x;
3014 y = op->y; 2817 y = op->y;
3015 map = op->map; 2818 map = op->map;
3016 2819
3017 2820
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * 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.
3022 * 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.
3023 */ 2824 */
3024 2825
3025 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2828 * of death.
3028 */ 2829 */
3029#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3031 { 2832 {
3032 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3033 /* 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
3034 more if they do. */ 2835 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2838 little bit harder. */
3038 /* GD */ 2839 /* GD */
3039 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2841 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2842 else
3045 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3046 num_stats_lose = 1; 2847 num_stats_lose = 1;
3047 } 2848 }
3048 lost_a_stat = 0; 2849 lost_a_stat = 0;
3049 2850
3050 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3051 { 2852 {
3052 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3053 2854
3054 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3055 { 2856 {
3056 /* 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
3057 * what he lost. 2858 * what he lost.
3058 */ 2859 */
3059 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 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);
3065 } 2878 }
3066 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3067 { 2881 {
3068 /* deplete a stat */ 2882 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3070 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3071 2885 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2886 {
3075 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3077 } 2889
3078 lose_this_stat = 1; 2890 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 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)
3085 { 2896 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2897 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2899 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2900 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2901 else
3120 if (this_stat >= -50)
3121 { 2902 {
3122 change_attr_value (&(dep->stats), i, -1); 2903 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 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"); */
3127 } 2908 }
3128 } 2909 }
3129 } 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 }
3130 } 2929 }
2930 }
2931 }
3131 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2933 if (!lost_a_stat)
3133 { 2934 {
3134 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3137 2938
3138 if (god && (strcmp (god, "none"))) 2939 if (god && (strcmp (god, "none")))
3139 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);
3140 else 2941 else
3141 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.");
3142 } 2943 }
3143#else 2944#else
3144 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.");
3145#endif 2946#endif
3146 2947
3147 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2949 * exp loss on the stone.
3149 */ 2950 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2953 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2955 tmp->name_pl = buf;
3155 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);
3156 tmp->msg = buf; 2957 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2960
3160 /**************************************/ 2961 /**************************************/
3161 /* */ 2962 /* */
3162 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3165 /* */ 2966 /* */
3166 /**************************************/ 2967 /**************************************/
3167 2968
3168 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2970 /* restore player */
3170 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
3172 2973
3173 if (tmp) 2974 if (tmp)
3174 { 2975 {
3175 tmp->destroy (); 2976 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2978 }
3178 2979
3179 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2982 if (tmp)
3182 { 2983 {
3183 tmp->destroy (); 2984 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2986 }
3186 2987
3187 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3188 2989
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3192 op->stats.food = 900; 2993 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2997
3197 /* 2998 /*
3198 * 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
3199 * 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
3200 * in the map. 3001 * in the map.
3201 */ 3002 */
3202 3003
3203 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3205 3006
3206 /****************************************/ 3007 /****************************************/
3207 /* */ 3008 /* */
3208 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3210 /* */ 3011 /* */
3211 /****************************************/ 3012 /****************************************/
3212 3013
3213 enter_player_savebed (op); 3014 enter_player_savebed (op);
3214 3015
3215 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3216 * chance of abuse. 3017 * chance of abuse.
3217 */ 3018 */
3218 op->contr->braced = 0; 3019 op->contr->braced = 0;
3219 save_player (op, 1); 3020 op->contr->save ();
3220 3021
3221 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 3025 * on the space that might harm the player.
3225 */ 3026 */
3226 will_kill_again = 0; 3027 will_kill_again = 0;
3227 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)
3228 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3230 3031
3231 if (will_kill_again) 3032 if (will_kill_again)
3232 { 3033 {
3233 object *force; 3034 object *force;
3234 int at; 3035 int at;
3235 3036
3236 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 3039 force->speed = 0.1;
3239 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3240 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 3044 force->resist[at] = 100;
3244 3045
3245 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3246 fix_player (op); 3047 op->update_stats ();
3247 3048
3248 } 3049 }
3249 3050
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 3052}
3319
3320 3053
3321void 3054void
3322loot_object (object *op) 3055loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3325 3058
3326 if (op->container) 3059 if (op->container)
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3329 }
3330 3061
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3332 { 3063 {
3333 next = tmp->below; 3064 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3335 continue; 3067 continue;
3068
3336 tmp->remove (); 3069 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3338 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 3072 { /* empty container to ground */
3340 loot_object (tmp); 3073 loot_object (tmp);
3362 */ 3095 */
3363 3096
3364void 3097void
3365fix_weight (void) 3098fix_weight (void)
3366{ 3099{
3367 player *pl;
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3370 { 3101 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 3103
3373 if (old == sum) 3104 if (old == sum)
3374 continue; 3105 continue;
3375 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3376 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);
3377 } 3108 }
3378} 3109}
3379 3110
3380void 3111void
3381fix_luck (void) 3112fix_luck (void)
3382{ 3113{
3383 player *pl;
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3386 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3388} 3117}
3389
3390 3118
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3394 */ 3122 */
3395
3396void 3123void
3397cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3398{ 3125{
3399 object *skop, *spob; 3126 object *skop, *spob;
3400 3127
3445 object *tmp = NULL; 3172 object *tmp = NULL;
3446 3173
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1; 3175 return 1;
3449 3176
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3177 return 0;
3456} 3178}
3457 3179
3458/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3574 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3575 continue; 3297 continue;
3576 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)))
3577 continue; 3299 continue;
3578 3300
3579 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)
3580 { 3302 {
3581 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))
3582 return 1; 3304 return 1;
3583 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3584 { 3306 {
3638 3360
3639 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3640 * 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
3641 * for any meaningful values. 3363 * for any meaningful values.
3642 */ 3364 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !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)])
3646 return 1; 3368 return 1;
3647 op = op->more; 3369 op = op->more;
3648 } 3370 }
3649 return 0; 3371 return 0;
3650} 3372}
3836 { 3558 {
3837 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3560 object *skin;
3839 3561
3840 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3841 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
3842 if (skin == NULL) 3567 if (!skin)
3843 return; 3568 return;
3844 3569
3845 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3572 {

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