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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.54 by root, Fri Dec 22 16:34:00 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 171void
198 * all the pointers so the caller doesn't need to do that. 172player::connect (client *ns)
199 * Caller is responsible for setting the correct map.
200 */
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{ 173{
211 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
212 int i; 175 ns->pl = this;
213 176
214 if (!p) 177 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; 178 first_player = this;
232 179
233 p->next = NULL; 180 ns->update_look = 0;
234 } 181 ns->look_position = 0;
235 182
236 /* Clears basically the entire player structure except 183 clear_los (ob);
237 * for next and socket. 184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 206 */
239 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
240 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
241 /* There are some elements we want initialized to non zero value - 271 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 272 * we deal with that below this point.
243 */ 273 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 274 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 275 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 276 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 277
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 278 assign (savebed_map, first_map_path); /* Init. respawn position */
255 279
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; 280 gen_sp_armour = 10;
270 p->last_speed = -1; 281 last_speed = -1;
271 p->shoottype = range_none; 282 shoottype = range_none;
272 p->bowtype = bow_normal; 283 bowtype = bow_normal;
273 p->petmode = pet_normal; 284 petmode = pet_normal;
274 p->listening = 10; 285 listening = 10;
275 p->usekeys = containers; 286 usekeys = containers;
276 p->last_weapon_sp = -1; 287 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 288 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 289 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);
286 290
287 /* we need to clear these to -1 and not zero - otherwise, 291 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 292 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 293 * send new values to the client, as things like exp start
290 * at zero. 294 * at zero.
291 */ 295 */
292 for (i = 0; i < NUM_SKILLS; i++) 296 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 297 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 298
296 }
297 for (i = 0; i < NROFATTACKS; i++) 299 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 300 last_resist[i] = -1;
300 } 301
301 p->last_stats.exp = -1; 302 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 303 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 304}
308 305
309/* This loads the first map an puts the player on it. */ 306player::~player ()
310static void
311set_first_map (object *op)
312{ 307{
313 strcpy (op->contr->maplevel, first_map_path); 308 terminate_all_pets (ob);
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
319/* Tries to add player on the connection passwd in ns. 346/* 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 347 * All we can really get in this is some settings like host and display
321 * mode. 348 * mode.
322 */ 349 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 350player *
351player::create ()
352{
353 player *pl = new player;
328 354
329 p = get_player (NULL); 355 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));
332 356
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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob);
344
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 357 return pl;
353} 358}
354 359
355/* 360/*
356 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
366 { 371 {
367 if (at == NULL || at->next == NULL) 372 if (at == NULL || at->next == NULL)
368 at = first_archetype; 373 at = first_archetype;
369 else 374 else
370 at = at->next; 375 at = at->next;
376
371 if (at->clone.type == PLAYER) 377 if (at->clone.type == PLAYER)
372 return at; 378 return at;
379
373 if (at == start) 380 if (at == start)
374 { 381 {
375 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 383 exit (-1);
377 } 384 }
378 } 385 }
379} 386}
380
381 387
382object * 388object *
383get_nearest_player (object *mon) 389get_nearest_player (object *mon)
384{ 390{
385 object *op = NULL; 391 object *op = NULL;
462 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 470 * is probably not a good thing.
465 */ 471 */
466#define MAX_SPACES 50 472#define MAX_SPACES 50
467
468 473
469/* 474/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
712 link_player_skills (pl); 717 link_player_skills (pl);
713} 718}
714 719
715void 720void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 721get_party_password (object *op, partylist *party)
800{ 722{
801 if (party == NULL) 723 if (party == NULL)
802 { 724 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 726 return;
805 } 727 }
728
806 op->contr->write_buf[0] = '\0'; 729 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 733}
811
812 734
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 736static int
815roll_stat (void) 737roll_stat (void)
816{ 738{
817 int a[4], i, j, k; 739 int a[4], i, j, k;
818 740
819 for (i = 0; i < 4; i++) 741 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 745 if (a[i] < k)
824 k = a[i], j = i; 746 k = a[i], j = i;
825 747
826 for (i = 0, k = 0; i < 4; i++) 748 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 749 if (i != j)
829 k += a[i]; 750 k += a[i];
830 } 751
831 return k; 752 return k;
832} 753}
833 754
834void 755void
835roll_stats (object *op) 756object::roll_stats ()
836{ 757{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 758 int statsort [7];
840 759
841 do 760 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 761 {
852 while (sum < 82 || sum > 116); 762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
853 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
854 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 772
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
887 780
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 781 stats.exp = 0;
899 op->stats.ac = 0; 782 stats.ac = 0;
900 783
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
909 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
910} 796}
911 797
912void 798void
913Roll_Again (object *op) 799object::swap_stats (int a, int b)
914{ 800{
915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919
920void
921Swap_Stat (object *op, int Swap_Second)
922{
923 signed char tmp;
924 char buf[MAX_BUF];
925
926 if (op->contr->Swap_First == -1)
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
939 804
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 815 stats.ac = 0;
950 816
951 op->level = 1; 817 level = 1;
952 op->stats.exp = 0; 818 stats.exp = 0;
953 op->stats.ac = 0; 819 stats.ac = 0;
954 820
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
963 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 { 832 }
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 833}
1041 834
1042/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
1046 * not the class. 839 * not the class.
1047 */ 840 */
1048
1049int 841int
1050key_change_class (object *op, char key) 842key_change_class (object *op, char key)
1051{ 843{
1052 int tmp_loop; 844 int tmp_loop;
1053 845
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 846 if (key == 'd' || key == 'D')
1061 { 847 {
1062 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
1063 849
1064 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, op, 0, 0, 0);
1070 856
1071 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
1073 859
1074 op->contr->state = ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
1075 861
1076 if (op->msg) 862 if (op->msg)
1077 op->msg = NULL; 863 op->msg = NULL;
1078 864
1079 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1088 start_info (op); 874 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 876 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 877 link_player_skills (op);
1092 esrv_send_inventory (op, op); 878 esrv_send_inventory (op, op);
1093 fix_player (op); 879 op->update_stats ();
1094 880
1095 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1096 * is one for this race 882 * is one for this race
1097 */ 883 */
1098 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1110 * default initial map */ 896 * default initial map */
1111 tmp->destroy (); 897 tmp->destroy ();
1112 } 898 }
1113 else 899 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 901
1117 return 0; 902 return 0;
1118 } 903 }
1119 904
1120 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1125 while (!tmp_loop) 910 while (!tmp_loop)
1126 { 911 {
1127 shstr name = op->name; 912 shstr name = op->name;
1128 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1129 914
1130 remove_statbonus (op); 915 op->remove_statbonus ();
1131 op->remove (); 916 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 917 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 918 op->arch->clone.copy_to (op);
1134 op->instantiate (); 919 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1137 op->x = x; 922 op->x = x;
1138 op->y = y; 923 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 926 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 927 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 928 tmp_loop = allowed_class (op);
1144 } 929 }
1145 930
1146 update_object (op, UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 933 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 936 op->stats.grace = 0;
1152 937
1153 if (op->msg) 938 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 940
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 942 return 0;
1158} 943}
1159 944
1160int 945int
1161key_confirm_quit (object *op, char key) 946key_confirm_quit (object *op, char key)
1162{ 947{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 949 {
1167 op->contr->state = ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 952 return 1;
1170 } 953 }
1171 954
1172 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 960 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 962
1180 strcpy (op->contr->killer, "quit"); 963 strcpy (op->contr->killer, "quit");
1181 check_score (op); 964 check_score (op);
1182 op->contr->party = NULL; 965 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 966 op->contr->own_title[0] = '\0';
1185 967
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 968 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 969
970 delete ob->contr;
971
1190 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 975 */
976 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 978
1196 { 979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1197 next = mp->next; 981 next = mp->next;
982
1198 if (!strncmp (mp->path, buf, strlen (buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 984 delete_map (mp);
1200 } 985 }
1201 986
1202 delete_character (op->name, 1); 987 delete_character (ob->name, 1);
1203 }
1204 988
1205 play_again (op);
1206 return 1; 989 return 1;
1207} 990}
1208 991
1209void 992void
1210flee_player (object *op) 993flee_player (object *op)
1241 { 1024 {
1242 op->enemy = NULL; 1025 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1027 return;
1245 } 1028 }
1029
1246 get_rangevector (op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1247 1031
1248 dir = absdir (4 + rv.direction); 1032 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1033 for (diff = 0; diff < 3; diff++)
1250 { 1034 {
1251 int m = 1 - (RANDOM () & 2); 1035 int m = 1 - (RANDOM () & 2);
1252 1036
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1038 return;
1256 }
1257 } 1039 }
1040
1258 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1043 op->enemy = NULL;
1261} 1044}
1262 1045
1818 if (!dir) 1601 if (!dir)
1819 { 1602 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1604 return 0;
1822 } 1605 }
1606
1823 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1825 else 1609 else
1826 { 1610 {
1827 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1835 { 1619 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1621 return 0;
1838 } 1622 }
1839 } 1623 }
1624
1840 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1841 { 1626 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1628 return 0;
1844 } 1629 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1632
1848 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1851 if (bowspeed < 1) 1637 if (bowspeed < 1)
1852 bowspeed = 1; 1638 bowspeed = 1;
1853 1639
1854 if (arrow == NULL) 1640 if (arrow == NULL)
1855 { 1641 {
1861 else 1647 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1649 return 0;
1864 } 1650 }
1865 } 1651 }
1652
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1655 return 0;
1870 } 1656
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1658 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1660 return 0;
1875 } 1661 }
1881 return 0; 1667 return 0;
1882 } 1668 }
1883 1669
1884 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1672 if (!arrow)
1887 { 1673 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1675 return 0;
1890 } 1676 }
1677
1891 arrow->set_owner (op); 1678 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1893 1680
1894 arrow->direction = dir; 1681 arrow->direction = dir;
1895 arrow->x = sx; 1682 arrow->x = sx;
1896 arrow->y = sy; 1683 arrow->y = sy;
1897 1684
1898 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1899 { 1686 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1688 op->update_stats ();
1902 } 1689 }
1903 1690
1904 SET_ANIMATION (arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1694 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1695 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1696 arrow->spellarg = strdup (arrow->slaying);
1910 1697
1911 /* Note that this was different for monsters - they got their level 1698 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1699 * added to the damage. I think the strength bonus is more proper.
1913 */ 1700 */
1914 1701
1938 } 1725 }
1939 1726
1940 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1942 1729
1943 if (bow->slaying != NULL) 1730 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1731 arrow->slaying = bow->slaying;
1945 1732
1946 arrow->map = m; 1733 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
2066 item->speed = 0; 1853 item->speed = 0;
2067 update_ob_speed (item); 1854 update_ob_speed (item);
2068 } 1855 }
2069 if ((tmp = is_player_inv (item))) 1856 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1858 }
2072 } 1859 }
2073 else if (item->type == ROD || item->type == HORN) 1860 else if (item->type == ROD || item->type == HORN)
2074 { 1861 {
2224 * 0 otherwise 2011 * 0 otherwise
2225 */ 2012 */
2226static int 2013static int
2227player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2228{ 2015{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2233 */ 2019 */
2234 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2276 */ 2062 */
2277
2278void 2063void
2279move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2280{ 2065{
2281 object *tmp, *mon; 2066 object *tmp, *mon;
2282 sint16 nx, ny; 2067 sint16 nx, ny;
2284 maptile *m; 2069 maptile *m;
2285 2070
2286 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2288 2073
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2290 2075
2291 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2307 } 2092 }
2308 else 2093 else
2309 m = op->map; 2094 m = op->map;
2310 2095
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2097 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2099 return;
2315 } 2100 }
2316 2101
2317 mon = NULL; 2102 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2106 * on the space
2322 */ 2107 */
2323 while (tmp != NULL) 2108 while (tmp)
2324 { 2109 {
2325 if (tmp == op) 2110 if (tmp == op)
2326 { 2111 {
2327 tmp = tmp->above; 2112 tmp = tmp->above;
2328 continue; 2113 continue;
2338 mon = tmp; 2123 mon = tmp;
2339 2124
2340 tmp = tmp->above; 2125 tmp = tmp->above;
2341 } 2126 }
2342 2127
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2129 return; /* into a wall */
2345 2130
2346 if (mon->head != NULL) 2131 if (mon->head)
2347 mon = mon->head; 2132 mon = mon->head;
2348 2133
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2351 return; 2136 return;
2388 * attack them either. 2173 * attack them either.
2389 */ 2174 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2178 (op->contr->peaceful
2394 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2395 && mon->contr-> 2180 && mon->contr->
2396 peaceful)) && 2181 peaceful)) &&
2397#else 2182#else
2398 op->contr->peaceful && 2183 op->contr->peaceful &&
2399#endif 2184#endif
2400 !on_battleground)) 2185 !on_battleground))
2401 { 2186 {
2402 if (!op->contr->braced) 2187 if (!op->contr->braced)
2403 { 2188 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2406 } 2191 }
2407 else 2192 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2194
2411 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2196 make_visible (op);
2413 } 2197 }
2414 2198
2415 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2228
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2230 }
2447 2231
2448 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2449 2233
2450 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2237 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2240 {
2457 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2458 2242
2459 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2462 } 2246 }
2247
2463 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2464 make_visible (op); 2249 make_visible (op);
2465 } 2250 }
2466 } /* if player should attack something */ 2251 } /* if player should attack something */
2467} 2252}
2502 2287
2503 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2289 * server can handle repeat firing.
2505 */ 2290 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2292 op->direction = dir;
2509 }
2510 else 2293 else
2511 {
2512 op->direction = 0; 2294 op->direction = 0;
2513 } 2295
2514 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2298 * for players.
2517 */ 2299 */
2518 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2570 2352
2571 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2355 * called, so we recheck it here.
2574 */ 2356 */
2575 HandleClient (&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2576 if (op->speed_left < 0) 2361 if (op->speed_left < 0)
2577 return 0; 2362 return 0;
2578 2363
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2365 {
2589 if (op->speed_left > 0) 2374 if (op->speed_left > 0)
2590 return 1; 2375 return 1;
2591 else 2376 else
2592 return 0; 2377 return 0;
2593 } 2378 }
2379
2594 return 0; 2380 return 0;
2595} 2381}
2596 2382
2597int 2383int
2598save_life (object *op) 2384save_life (object *op)
2599{ 2385{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2387 return 0;
2604 2388
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2391 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2394
2618 op->stats.hp = op->stats.maxhp; 2402 op->stats.hp = op->stats.maxhp;
2619 2403
2620 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2621 op->stats.food = 999; 2405 op->stats.food = 999;
2622 2406
2623 fix_player (op); 2407 op->update_stats ();
2624 return 1; 2408 return 1;
2625 } 2409 }
2410
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2413 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2414 return 0;
2630} 2415}
2653 esrv_del_item (env->contr, op->count); 2438 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2439 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2440 }
2656 else if (op->inv) 2441 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2442 remove_unpaid_objects (op->inv, env);
2443
2658 op = next; 2444 op = next;
2659 } 2445 }
2660} 2446}
2661 2447
2662 2448
2677 strcpy (buf2, " R.I.P.\n\n"); 2463 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2465 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2466 else
2681 sprintf (buf, "%s\n", &op->name); 2467 sprintf (buf, "%s\n", &op->name);
2468
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2469 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2470 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2471 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2472 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2473 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2474 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2475
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2477 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2478 if (op->type == PLAYER)
2691 { 2479 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2480 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2481 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2482 strcat (buf2, buf);
2695 } 2483 }
2484
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2485 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2486 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2487 strcat (buf2, buf);
2488
2699 return buf2; 2489 return buf2;
2700} 2490}
2701 2491
2702 2492
2703 2493
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2513 }
2724 2514
2725 if (op->contr->state == ST_PLAYING) 2515 if (op->contr->ns->state == ST_PLAYING)
2726 { 2516 {
2727 2517
2728 /* these next three if clauses make it possible to SLOW DOWN 2518 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2519 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2520 if (op->contr->gen_hp >= 0)
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2663 op->stats.food--;
2874 } 2664 }
2875 } 2665 }
2876 2666
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2668 {
2879 object *tmp, *flesh = NULL; 2669 object *tmp, *flesh = NULL;
2880 2670
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2882 { 2672 {
2904 } /* end if player is starving */ 2694 } /* end if player is starving */
2905 2695
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2696 while (op->stats.food < 0 && op->stats.hp > 0)
2907 op->stats.food++, op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2908 2698
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2910 kill_player (op); 2700 kill_player (op);
2911} 2701}
2912 2702
2913 2703
2914 2704
3025 x = op->x; 2815 x = op->x;
3026 y = op->y; 2816 y = op->y;
3027 map = op->map; 2817 map = op->map;
3028 2818
3029 2819
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2820 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2821 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2822 * See the config.h file for a little more in depth detail about this.
3035 */ 2823 */
3036 2824
3037 /* Basically two ways to go - remove a stat permanently, or just 2825 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2826 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2827 * of death.
3040 */ 2828 */
3041#ifndef COZY_SERVER 2829#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2830 if (settings.balanced_stat_loss)
3043 { 2831 {
3044 /* If stat loss is permanent, lose one stat only. */ 2832 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2833 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2834 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2835 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2836 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2837 little bit harder. */
3050 /* GD */ 2838 /* GD */
3051 if (settings.stat_loss_on_death) 2839 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2840 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2841 else
3057 { 2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 }
2844 else
2845 {
3058 num_stats_lose = 1; 2846 num_stats_lose = 1;
3059 } 2847 }
3060 lost_a_stat = 0; 2848 lost_a_stat = 0;
3061 2849
3062 for (z = 0; z < num_stats_lose; z++) 2850 for (z = 0; z < num_stats_lose; z++)
3063 { 2851 {
3064 i = RANDOM () % NUM_STATS; 2852 i = RANDOM () % NUM_STATS;
3065 2853
3066 if (settings.stat_loss_on_death) 2854 if (settings.stat_loss_on_death)
3067 { 2855 {
3068 /* Pick a random stat and take a point off it. Tell the player 2856 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2857 * what he lost.
3070 */ 2858 */
3071 change_attr_value (&(op->stats), i, -1); 2859 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2860 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2861 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2862 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2863 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2864 lost_a_stat = 1;
2865 }
2866 else
2867 {
2868 /* deplete a stat */
2869 archetype *deparch = archetype::find ("depletion");
2870 object *dep;
2871
2872 dep = present_arch_in_ob (deparch, op);
2873 if (!dep)
2874 {
2875 dep = arch_to_object (deparch);
2876 insert_ob_in_ob (dep, op);
3077 } 2877 }
3078 else 2878 lose_this_stat = 1;
2879 if (settings.balanced_stat_loss)
3079 { 2880 {
3080 /* deplete a stat */ 2881 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2882 /* Get the stat that we're about to deplete. */
3082 object *dep; 2883 this_stat = get_attr_value (&(dep->stats), i);
3083 2884 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2885 {
3087 dep = arch_to_object (deparch); 2886 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2887 int keep_chance = this_stat * this_stat;
3089 } 2888
3090 lose_this_stat = 1; 2889 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2890 if (keep_chance < 1)
2891 keep_chance = 1;
2892
2893 /* There is a maximum depletion total per level. */
2894 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2895 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2896 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2897 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2898 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2899 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2900 else
3132 if (this_stat >= -50)
3133 { 2901 {
3134 change_attr_value (&(dep->stats), i, -1); 2902 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2903 lose_this_stat = 0;
2904 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2905 this_stat, keep_chance, loss_chance,
2906 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2907 }
3140 } 2908 }
3141 } 2909 }
2910
2911 if (lose_this_stat)
2912 {
2913 this_stat = get_attr_value (&(dep->stats), i);
2914 /* We could try to do something clever like find another
2915 * stat to reduce if this fails. But chances are, if
2916 * stats have been depleted to -50, all are pretty low
2917 * and should be roughly the same, so it shouldn't make a
2918 * difference.
2919 */
2920 if (this_stat >= -50)
2921 {
2922 change_attr_value (&(dep->stats), i, -1);
2923 SET_FLAG (dep, FLAG_APPLIED);
2924 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2925 op->update_stats ();
2926 lost_a_stat = 1;
2927 }
3142 } 2928 }
2929 }
2930 }
3143 /* If no stat lost, tell the player. */ 2931 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2932 if (!lost_a_stat)
3145 { 2933 {
3146 /* determine_god() seems to not work sometimes... why is this? 2934 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2935 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2936 const char *god = determine_god (op);
3149 2937
3150 if (god && (strcmp (god, "none"))) 2938 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2939 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2940 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2941 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2942 }
3155#else 2943#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2945#endif
3158 2946
3159 /* Put a gravestone up where the character 'almost' died. List the 2947 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2948 * exp loss on the stone.
3161 */ 2949 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2950 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2951 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2952 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2953 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2954 tmp->name_pl = buf;
3167 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); 2955 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);
3168 tmp->msg = buf; 2956 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2958 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2959
3172 /**************************************/ 2960 /**************************************/
3173 /* */ 2961 /* */
3174 /* Subtract the experience points, */ 2962 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2963 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2964 /* food, and reset HP's... */
3177 /* */ 2965 /* */
3178 /**************************************/ 2966 /**************************************/
3179 2967
3180 /* remove any poisoning and confusion the character may be suffering. */ 2968 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2969 /* restore player */
3182 at = archetype::find ("poisoning"); 2970 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2971 tmp = present_arch_in_ob (at, op);
3184 2972
3185 if (tmp) 2973 if (tmp)
3186 { 2974 {
3187 tmp->destroy (); 2975 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2976 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2977 }
3190 2978
3191 at = archetype::find ("confusion"); 2979 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2980 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2981 if (tmp)
3194 { 2982 {
3195 tmp->destroy (); 2983 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2985 }
3198 2986
3199 cure_disease (op, 0); /* remove any disease */ 2987 cure_disease (op, 0); /* remove any disease */
3200 2988
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2989 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2990 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2991 if (op->stats.food < 100)
3204 op->stats.food = 900; 2992 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2993 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2996
3209 /* 2997 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2998 * Check to see if the player is in a shop. IF so, then check to see if
3211 * the player has any unpaid items. If so, remove them and put them back 2999 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 3000 * in the map.
3213 */ 3001 */
3214 3002
3215 if (is_in_shop (op)) 3003 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 3004 remove_unpaid_objects (op->inv, op);
3217 3005
3218 /****************************************/ 3006 /****************************************/
3219 /* */ 3007 /* */
3220 /* Move player to his current respawn- */ 3008 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 3009 /* position (usually last savebed) */
3222 /* */ 3010 /* */
3223 /****************************************/ 3011 /****************************************/
3224 3012
3225 enter_player_savebed (op); 3013 enter_player_savebed (op);
3226 3014
3227 /* Save the player before inserting the force to reduce 3015 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3016 * chance of abuse.
3229 */ 3017 */
3230 op->contr->braced = 0; 3018 op->contr->braced = 0;
3231 save_player (op, 1); 3019 op->contr->save ();
3232 3020
3233 /* it is possible that the player has blown something up 3021 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3022 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3023 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3024 * on the space that might harm the player.
3237 */ 3025 */
3238 will_kill_again = 0; 3026 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3028 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3029 will_kill_again |= tmp->attacktype;
3242 3030
3243 if (will_kill_again) 3031 if (will_kill_again)
3244 { 3032 {
3245 object *force; 3033 object *force;
3246 int at; 3034 int at;
3247 3035
3248 force = get_archetype (FORCE_NAME); 3036 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3037 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3038 force->speed = 0.1;
3251 force->speed_left = -5.0; 3039 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3040 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3041 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3042 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3043 force->resist[at] = 100;
3256 3044
3257 insert_ob_in_ob (force, op); 3045 insert_ob_in_ob (force, op);
3258 fix_player (op); 3046 op->update_stats ();
3259 3047
3260 } 3048 }
3261 3049
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3050 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 3051}
3331
3332 3052
3333void 3053void
3334loot_object (object *op) 3054loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3055{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3056 object *tmp, *tmp2, *next;
3337 3057
3338 if (op->container) 3058 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3059 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3060
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3061 for (tmp = op->inv; tmp; tmp = next)
3344 { 3062 {
3345 next = tmp->below; 3063 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3064
3065 if (tmp->invisible)
3347 continue; 3066 continue;
3067
3348 tmp->remove (); 3068 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3069 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3070 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3071 { /* empty container to ground */
3352 loot_object (tmp); 3072 loot_object (tmp);
3374 */ 3094 */
3375 3095
3376void 3096void
3377fix_weight (void) 3097fix_weight (void)
3378{ 3098{
3379 player *pl;
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next) 3099 for (player *pl = first_player; pl; pl = pl->next)
3382 { 3100 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3102
3385 if (old == sum) 3103 if (old == sum)
3386 continue; 3104 continue;
3387 fix_player (pl->ob); 3105 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3106 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3107 }
3390} 3108}
3391 3109
3392void 3110void
3393fix_luck (void) 3111fix_luck (void)
3394{ 3112{
3395 player *pl;
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next) 3113 for (player *pl = first_player; pl; pl = pl->next)
3398 if (!pl->ob->contr->state) 3114 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3115 pl->ob->change_luck (0);
3400} 3116}
3401
3402 3117
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3118/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3119 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3120 * just treat this as any other spell casting object.
3406 */ 3121 */
3407
3408void 3122void
3409cast_dust (object *op, object *throw_ob, int dir) 3123cast_dust (object *op, object *throw_ob, int dir)
3410{ 3124{
3411 object *skop, *spob; 3125 object *skop, *spob;
3412 3126
3457 object *tmp = NULL; 3171 object *tmp = NULL;
3458 3172
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3174 return 1;
3461 3175
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3176 return 0;
3468} 3177}
3469 3178
3470/* look at the surrounding terrain to determine 3179/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3180 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3295 if (mflags & P_OUT_OF_MAP)
3587 continue; 3296 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3297 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3298 continue;
3590 3299
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3300 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3301 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3302 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3303 return 1;
3595 else if (tmp->type == PLAYER) 3304 else if (tmp->type == PLAYER)
3596 { 3305 {
3650 3359
3651 /* only the viewable area the player sees is updated by LOS 3360 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3361 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3362 * for any meaningful values.
3654 */ 3363 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3364 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3365 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3366 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3367 return 1;
3659 op = op->more; 3368 op = op->more;
3660 } 3369 }
3661 return 0; 3370 return 0;
3662} 3371}
3848 { 3557 {
3849 /* forces in the treasurelist can alter the player's stats */ 3558 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3559 object *skin;
3851 3560
3852 /* first get the dragon skin force */ 3561 /* first get the dragon skin force */
3562 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3563 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3564 ;
3565
3854 if (skin == NULL) 3566 if (!skin)
3855 return; 3567 return;
3856 3568
3857 /* adding new spellpath attunements */ 3569 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3570 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3571 {

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