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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 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h> 25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36player *
41find_player (const char *plname) 37find_player (const char *plname)
42{ 38{
43 player *pl; 39 player *pl;
44 40
45 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 43 return pl;
49 }; 44
50 return NULL; 45 return 0;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77} 46}
78 47
79void 48void
80display_motd (const object *op) 49display_motd (const object *op)
81{ 50{
85 int comp; 54 int comp;
86 int size; 55 int size;
87 56
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 59 return;
92 } 60
93 motd[0] = '\0'; 61 motd[0] = '\0';
94 size = 0; 62 size = 0;
63
95 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
96 { 65 {
97 if (*buf == '#') 66 if (*buf == '#')
98 continue; 67 continue;
68
99 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 70 size += strlen (buf);
101 } 71 }
72
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
104} 75}
105 76
106void 77void
112 int comp; 83 int comp;
113 int size; 84 int size;
114 85
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 88 return;
119 } 89
120 rules[0] = '\0'; 90 rules[0] = '\0';
121 size = 0; 91 size = 0;
92
122 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
123 { 94 {
124 if (*buf == '#') 95 if (*buf == '#')
125 continue; 96 continue;
97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
127 { 99 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 101 break;
130 } 102 }
103
131 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 105 size += strlen (buf);
133 } 106 }
107
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
136} 110}
137 111
138void 112void
146 int size; 120 int size;
147 121
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 124 return;
125
151 news[0] = '\0'; 126 news[0] = '\0';
152 subject[0] = '\0'; 127 subject[0] = '\0';
153 size = 0; 128 size = 0;
129
154 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 131 {
156 if (*buf == '#') 132 if (*buf == '#')
157 continue; 133 continue;
134
158 if (*buf == '%') 135 if (*buf == '%')
159 { /* send one news */ 136 { /* send one news */
160 if (size > 0) 137 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
162 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
182} 159}
183 160
184int 161/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 162static void
163set_first_map (object *op)
186{ 164{
187 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
188 if (*cp == '-' || *cp == '_') 166 op->x = -1;
189 return 0; 167 op->y = -1;
190 168 enter_exit (op, 0);
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 169}
196 170
197/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
198 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
199 * Caller is responsible for setting the correct map. 173void
200 */ 174player::connect (client *ns)
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{ 175{
211 object *op = arch_to_object (get_player_archetype (NULL)); 176 this->ns = ns;
212 int i; 177 ns->pl = this;
213 178
214 if (!p) 179 next = first_player;
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p; 180 first_player = this;
232 181
233 p->next = NULL; 182 ns->update_look = 0;
234 } 183 ns->look_position = 0;
235 184
236 /* Clears basically the entire player structure except 185 clear_los (ob);
237 * for next and socket. 186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 208 */
239 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
240 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
241 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 274 * we deal with that below this point.
243 */ 275 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 279
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
255 281
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
270 p->last_speed = -1; 283 last_speed = -1;
271 p->shoottype = range_none; 284 shoottype = range_none;
272 p->bowtype = bow_normal; 285 bowtype = bow_normal;
273 p->petmode = pet_normal; 286 petmode = pet_normal;
274 p->listening = 10; 287 listening = 10;
275 p->usekeys = containers; 288 usekeys = containers;
276 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 291 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 292
287 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
290 * at zero. 296 * at zero.
291 */ 297 */
292 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 300
296 }
297 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 302 last_resist[i] = -1;
300 } 303
301 p->last_stats.exp = -1; 304 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 306}
308 307
309/* This loads the first map an puts the player on it. */ 308player::~player ()
310static void
311set_first_map (object *op)
312{ 309{
313 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
319/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
321 * mode. 350 * mode.
322 */ 351 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
328 356
329 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 358
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //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; 359 return pl;
353} 360}
354 361
355/* 362/*
356 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
366 { 373 {
367 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
368 at = first_archetype; 375 at = first_archetype;
369 else 376 else
370 at = at->next; 377 at = at->next;
378
371 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
372 return at; 380 return at;
381
373 if (at == start) 382 if (at == start)
374 { 383 {
375 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 385 exit (-1);
377 } 386 }
378 } 387 }
379} 388}
380
381 389
382object * 390object *
383get_nearest_player (object *mon) 391get_nearest_player (object *mon)
384{ 392{
385 object *op = NULL; 393 object *op = NULL;
462 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 472 * is probably not a good thing.
465 */ 473 */
466#define MAX_SPACES 50 474#define MAX_SPACES 50
467
468 475
469/* 476/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
712 link_player_skills (pl); 719 link_player_skills (pl);
713} 720}
714 721
715void 722void
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) 723get_party_password (object *op, partylist *party)
800{ 724{
801 if (party == NULL) 725 if (party == NULL)
802 { 726 {
803 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);
804 return; 728 return;
805 } 729 }
730
806 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
809 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:");
810} 735}
811
812 736
813/* 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. */
814int 738static int
815roll_stat (void) 739roll_stat (void)
816{ 740{
817 int a[4], i, j, k; 741 int a[4], i, j, k;
818 742
819 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 747 if (a[i] < k)
824 k = a[i], j = i; 748 k = a[i], j = i;
825 749
826 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 751 if (i != j)
829 k += a[i]; 752 k += a[i];
830 } 753
831 return k; 754 return k;
832} 755}
833 756
834void 757void
835roll_stats (object *op) 758object::roll_stats ()
836{ 759{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 760 int statsort [7];
840 761
841 do 762 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 } 763 {
852 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
853 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
854 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 773 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;
862 774
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]; 775 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
887 782
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; 783 stats.exp = 0;
899 op->stats.ac = 0; 784 stats.ac = 0;
900 785
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; 786 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
910} 798}
911 799
912void 800void
913Roll_Again (object *op) 801object::swap_stats (int a, int b)
914{ 802{
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); 803 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)); 804 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); 805 set_attr_value (&contr->orig_stats, b, tmp);
939 806
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; 807 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
948 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
949 op->stats.ac = 0; 817 stats.ac = 0;
950 818
951 op->level = 1; 819 level = 1;
952 op->stats.exp = 0; 820 stats.exp = 0;
953 op->stats.ac = 0; 821 stats.ac = 0;
954 822
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; 823 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
962 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
963 op->contr->orig_stats = op->stats; 833 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 { 834 }
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} 835}
1041 836
1042/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1046 * not the class. 841 * not the class.
1047 */ 842 */
1048
1049int 843int
1050key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1051{ 845{
1052 int tmp_loop; 846 int tmp_loop;
1053 847
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1061 { 849 {
1062 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1063 851
1064 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, op, 0, 0, 0);
1070 858
1071 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1073 861
1074 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1075 863
1076 if (op->msg) 864 if (op->msg)
1077 op->msg = NULL; 865 op->msg = NULL;
1078 866
1079 /* 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
1088 start_info (op); 876 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 879 link_player_skills (op);
1092 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1093 fix_player (op); 881 op->update_stats ();
1094 882
1095 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1096 * is one for this race 884 * is one for this race
1097 */ 885 */
1098 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1110 * default initial map */ 898 * default initial map */
1111 tmp->destroy (); 899 tmp->destroy ();
1112 } 900 }
1113 else 901 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 903
1117 return 0; 904 return 0;
1118 } 905 }
1119 906
1120 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1125 while (!tmp_loop) 912 while (!tmp_loop)
1126 { 913 {
1127 shstr name = op->name; 914 shstr name = op->name;
1128 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1129 916
1130 remove_statbonus (op); 917 op->remove_statbonus ();
1131 op->remove (); 918 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 920 op->arch->clone.copy_to (op);
1134 op->instantiate (); 921 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1137 op->x = x; 924 op->x = x;
1138 op->y = y; 925 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 929 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1144 } 931 }
1145 932
1146 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 935 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 938 op->stats.grace = 0;
1152 939
1153 if (op->msg) 940 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 942
1156 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");
1157 return 0; 944 return 0;
1158} 945}
1159 946
1160int 947int
1161key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1162{ 949{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 951 {
1167 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 954 return 1;
1170 } 955 }
1171 956
1172 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 962 op->direction = 0;
1178 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);
1179 964
1180 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1181 check_score (op); 966 check_score (op);
1182 op->contr->party = NULL; 967 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1185 969
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 971
972 delete ob->contr;
973
1190 /* 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
1191 * 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,
1192 * 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
1193 */ 977 */
978 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 980
1196 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1197 next = mp->next; 983 next = mp->next;
984
1198 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 986 delete_map (mp);
1200 } 987 }
1201 988
1202 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1203 }
1204 990
1205 play_again (op);
1206 return 1; 991 return 1;
1207} 992}
1208 993
1209void 994void
1210flee_player (object *op) 995flee_player (object *op)
1241 { 1026 {
1242 op->enemy = NULL; 1027 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1029 return;
1245 } 1030 }
1031
1246 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1247 1033
1248 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1250 { 1036 {
1251 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1252 1038
1253 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)))
1254 {
1255 return; 1040 return;
1256 }
1257 } 1041 }
1042
1258 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1045 op->enemy = NULL;
1261} 1046}
1262 1047
1818 if (!dir) 1603 if (!dir)
1819 { 1604 {
1820 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!");
1821 return 0; 1606 return 0;
1822 } 1607 }
1608
1823 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1825 else 1611 else
1826 { 1612 {
1827 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1835 { 1621 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1623 return 0;
1838 } 1624 }
1839 } 1625 }
1626
1840 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1841 { 1628 {
1842 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);
1843 return 0; 1630 return 0;
1844 } 1631 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1634
1848 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1851 if (bowspeed < 1) 1639 if (bowspeed < 1)
1852 bowspeed = 1; 1640 bowspeed = 1;
1853 1641
1854 if (arrow == NULL) 1642 if (arrow == NULL)
1855 { 1643 {
1861 else 1649 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1651 return 0;
1864 } 1652 }
1865 } 1653 }
1654
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1657 return 0;
1870 } 1658
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1660 {
1873 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.");
1874 return 0; 1662 return 0;
1875 } 1663 }
1881 return 0; 1669 return 0;
1882 } 1670 }
1883 1671
1884 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1674 if (!arrow)
1887 { 1675 {
1888 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);
1889 return 0; 1677 return 0;
1890 } 1678 }
1679
1891 arrow->set_owner (op); 1680 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1893 1682
1894 arrow->direction = dir; 1683 arrow->direction = dir;
1895 arrow->x = sx; 1684 arrow->x = sx;
1896 arrow->y = sy; 1685 arrow->y = sy;
1897 1686
1898 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1899 { 1688 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1690 op->update_stats ();
1902 } 1691 }
1903 1692
1904 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1910 1699
1911 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1913 */ 1702 */
1914 1703
1938 } 1727 }
1939 1728
1940 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1942 1731
1943 if (bow->slaying != NULL) 1732 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1945 1734
1946 arrow->map = m; 1735 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2066 item->speed = 0; 1855 item->speed = 0;
2067 update_ob_speed (item); 1856 update_ob_speed (item);
2068 } 1857 }
2069 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1860 }
2072 } 1861 }
2073 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2074 { 1863 {
2224 * 0 otherwise 2013 * 0 otherwise
2225 */ 2014 */
2226static int 2015static int
2227player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2228{ 2017{
2229
2230 /* 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,
2231 * 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 -
2232 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2233 */ 2021 */
2234 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2276 */ 2064 */
2277
2278void 2065void
2279move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2280{ 2067{
2281 object *tmp, *mon; 2068 object *tmp, *mon;
2282 sint16 nx, ny; 2069 sint16 nx, ny;
2284 maptile *m; 2071 maptile *m;
2285 2072
2286 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2288 2075
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2290 2077
2291 /* 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
2292 * 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
2293 * 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
2294 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2307 } 2094 }
2308 else 2095 else
2309 m = op->map; 2096 m = op->map;
2310 2097
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2099 {
2313 /* 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"); */
2314 return; 2101 return;
2315 } 2102 }
2316 2103
2317 mon = NULL; 2104 mon = 0;
2318 /* 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
2319 * 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.
2320 * 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
2321 * on the space 2108 * on the space
2322 */ 2109 */
2323 while (tmp != NULL) 2110 while (tmp)
2324 { 2111 {
2325 if (tmp == op) 2112 if (tmp == op)
2326 { 2113 {
2327 tmp = tmp->above; 2114 tmp = tmp->above;
2328 continue; 2115 continue;
2338 mon = tmp; 2125 mon = tmp;
2339 2126
2340 tmp = tmp->above; 2127 tmp = tmp->above;
2341 } 2128 }
2342 2129
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2131 return; /* into a wall */
2345 2132
2346 if (mon->head != NULL) 2133 if (mon->head)
2347 mon = mon->head; 2134 mon = mon->head;
2348 2135
2349 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))
2350 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2351 return; 2138 return;
2388 * attack them either. 2175 * attack them either.
2389 */ 2176 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (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)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2180 (op->contr->peaceful
2394 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2395 && mon->contr-> 2182 && mon->contr->
2396 peaceful)) && 2183 peaceful)) &&
2397#else 2184#else
2398 op->contr->peaceful && 2185 op->contr->peaceful &&
2399#endif 2186#endif
2400 !on_battleground)) 2187 !on_battleground))
2401 { 2188 {
2402 if (!op->contr->braced) 2189 if (!op->contr->braced)
2403 { 2190 {
2404 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);
2405 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2406 } 2193 }
2407 else 2194 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2196
2411 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2198 make_visible (op);
2413 } 2199 }
2414 2200
2415 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2230
2445 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 */
2446 } 2232 }
2447 2233
2448 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2449 2235
2450 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2239 * the wiz.
2455 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))
2456 { 2242 {
2457 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2458 2244
2459 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2462 } 2248 }
2249
2463 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2464 make_visible (op); 2251 make_visible (op);
2465 } 2252 }
2466 } /* if player should attack something */ 2253 } /* if player should attack something */
2467} 2254}
2502 2289
2503 /* 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
2504 * server can handle repeat firing. 2291 * server can handle repeat firing.
2505 */ 2292 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2294 op->direction = dir;
2509 }
2510 else 2295 else
2511 {
2512 op->direction = 0; 2296 op->direction = 0;
2513 } 2297
2514 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2300 * for players.
2517 */ 2301 */
2518 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2570 2354
2571 /* 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
2572 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2357 * called, so we recheck it here.
2574 */ 2358 */
2575 HandleClient (&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2576 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2577 return 0; 2364 return 0;
2578 2365
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2367 {
2589 if (op->speed_left > 0) 2376 if (op->speed_left > 0)
2590 return 1; 2377 return 1;
2591 else 2378 else
2592 return 0; 2379 return 0;
2593 } 2380 }
2381
2594 return 0; 2382 return 0;
2595} 2383}
2596 2384
2597int 2385int
2598save_life (object *op) 2386save_life (object *op)
2599{ 2387{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2388 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2389 return 0;
2604 2390
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2393 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2396
2618 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2619 2405
2620 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2621 op->stats.food = 999; 2407 op->stats.food = 999;
2622 2408
2623 fix_player (op); 2409 op->update_stats ();
2624 return 1; 2410 return 1;
2625 } 2411 }
2412
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2415 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2416 return 0;
2630} 2417}
2653 esrv_del_item (env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2442 }
2656 else if (op->inv) 2443 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2445
2658 op = next; 2446 op = next;
2659 } 2447 }
2660} 2448}
2661
2662 2449
2663/* 2450/*
2664 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2467 else
2681 sprintf (buf, "%s\n", &op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2471 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2474 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2478 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2691 { 2480 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2483 strcat (buf2, buf);
2695 } 2484 }
2485
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2699 return buf2; 2490 return buf2;
2700} 2491}
2701
2702
2703 2492
2704void 2493void
2705do_some_living (object *op) 2494do_some_living (object *op)
2706{ 2495{
2707 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2716 const int max_grace = 1; 2505 const int max_grace = 1;
2717 2506
2718 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2719 { 2508 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 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) 2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2512 }
2724 2513
2725 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2726 { 2515 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2520 else
2733 { 2521 {
2734 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2524 }
2525
2737 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2528 else
2740 { 2529 {
2741 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2532 }
2533
2744 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2536 else
2747 { 2537 {
2748 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2765 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))
2766 op->stats.food = last_food; 2556 op->stats.food = last_food;
2767 } 2557 }
2768 } 2558 }
2559
2769 if (max_sp > 1) 2560 if (max_sp > 1)
2770 { 2561 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2563 if (over_sp > 0)
2773 { 2564 {
2774 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2775 { 2566 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2777 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))
2778 op->stats.sp--; 2570 op->stats.sp--;
2571
2779 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2781 } 2574 }
2782 op->last_sp = 0; 2575 op->last_sp = 0;
2783 } 2576 }
2784 else 2577 else
2785 {
2786 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);
2787 }
2788 } 2579 }
2789 else 2580 else
2790 {
2791 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);
2792 }
2793 } 2582 }
2794 2583
2795 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2796 /* 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. */
2797 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2798 { 2587 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2801 if (max_grace > 1) 2591 if (max_grace > 1)
2802 { 2592 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2594 if (over_grace > 0)
2805 { 2595 {
2833 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2834 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))
2835 op->stats.food = last_food; 2625 op->stats.food = last_food;
2836 } 2626 }
2837 } 2627 }
2628
2838 if (max_hp > 1) 2629 if (max_hp > 1)
2839 { 2630 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2632 if (over_hp > 0)
2842 { 2633 {
2866 2657
2867 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2868 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);
2869 else 2660 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2871 /* dms do not consume food */ 2663 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2665 op->stats.food--;
2874 } 2666 }
2875 }
2876 2667
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2669 {
2879 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2880 2671
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2673 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2887 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.");
2888 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2681 break;
2891 } 2682 }
2892 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2893 flesh = tmp; 2684 flesh = tmp;
2894 } /* End if paid for object */ 2685 } /* End if paid for object */
2895 } /* end of for loop */ 2686 } /* end of for loop */
2687
2896 /* 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
2897 * eat flesh instead. 2689 * eat flesh instead.
2898 */ 2690 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2692 {
2901 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.");
2902 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2903 } 2695 }
2904 } /* end if player is starving */ 2696 }
2905 2697
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2908 2700
2909 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))
2910 kill_player (op); 2702 kill_player (op);
2703 }
2911} 2704}
2912
2913
2914 2705
2915/* 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.
2916 * 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
2917 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2709 * file.
3025 x = op->x; 2816 x = op->x;
3026 y = op->y; 2817 y = op->y;
3027 map = op->map; 2818 map = op->map;
3028 2819
3029 2820
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * 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.
3034 * 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.
3035 */ 2824 */
3036 2825
3037 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2828 * of death.
3040 */ 2829 */
3041#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3043 { 2832 {
3044 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3045 /* 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
3046 more if they do. */ 2835 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2838 little bit harder. */
3050 /* GD */ 2839 /* GD */
3051 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2841 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2842 else
3057 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3058 num_stats_lose = 1; 2847 num_stats_lose = 1;
3059 } 2848 }
3060 lost_a_stat = 0; 2849 lost_a_stat = 0;
3061 2850
3062 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3063 { 2852 {
3064 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3065 2854
3066 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3067 { 2856 {
3068 /* 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
3069 * what he lost. 2858 * what he lost.
3070 */ 2859 */
3071 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 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);
3077 } 2878 }
3078 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3079 { 2881 {
3080 /* deplete a stat */ 2882 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3082 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3083 2885 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2886 {
3087 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3089 } 2889
3090 lose_this_stat = 1; 2890 /* 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) 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)
3097 { 2896 {
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; 2897 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2899 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 } 2900 }
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 */ 2901 else
3132 if (this_stat >= -50)
3133 { 2902 {
3134 change_attr_value (&(dep->stats), i, -1); 2903 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; 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"); */
3139 } 2908 }
3140 } 2909 }
3141 } 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 }
3142 } 2929 }
2930 }
2931 }
3143 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2933 if (!lost_a_stat)
3145 { 2934 {
3146 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3149 2938
3150 if (god && (strcmp (god, "none"))) 2939 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); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2941 else
3153 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.");
3154 } 2943 }
3155#else 2944#else
3156 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.");
3157#endif 2946#endif
3158 2947
3159 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2949 * exp loss on the stone.
3161 */ 2950 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2953 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2955 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); 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);
3168 tmp->msg = buf; 2957 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2960
3172 /**************************************/ 2961 /**************************************/
3173 /* */ 2962 /* */
3174 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3177 /* */ 2966 /* */
3178 /**************************************/ 2967 /**************************************/
3179 2968
3180 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2970 /* restore player */
3182 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
3184 2973
3185 if (tmp) 2974 if (tmp)
3186 { 2975 {
3187 tmp->destroy (); 2976 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2978 }
3190 2979
3191 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2982 if (tmp)
3194 { 2983 {
3195 tmp->destroy (); 2984 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2986 }
3198 2987
3199 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3200 2989
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3204 op->stats.food = 900; 2993 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2997
3209 /* 2998 /*
3210 * 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
3211 * 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
3212 * in the map. 3001 * in the map.
3213 */ 3002 */
3214 3003
3215 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3217 3006
3218 /****************************************/ 3007 /****************************************/
3219 /* */ 3008 /* */
3220 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3222 /* */ 3011 /* */
3223 /****************************************/ 3012 /****************************************/
3224 3013
3225 enter_player_savebed (op); 3014 enter_player_savebed (op);
3226 3015
3227 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3017 * chance of abuse.
3229 */ 3018 */
3230 op->contr->braced = 0; 3019 op->contr->braced = 0;
3231 save_player (op, 1); 3020 op->contr->save ();
3232 3021
3233 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3025 * on the space that might harm the player.
3237 */ 3026 */
3238 will_kill_again = 0; 3027 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3242 3031
3243 if (will_kill_again) 3032 if (will_kill_again)
3244 { 3033 {
3245 object *force; 3034 object *force;
3246 int at; 3035 int at;
3247 3036
3248 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3039 force->speed = 0.1;
3251 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3044 force->resist[at] = 100;
3256 3045
3257 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3258 fix_player (op); 3047 op->update_stats ();
3259 3048
3260 } 3049 }
3261 3050
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 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} 3052}
3331
3332 3053
3333void 3054void
3334loot_object (object *op) 3055loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3337 3058
3338 if (op->container) 3059 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3061
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3344 { 3063 {
3345 next = tmp->below; 3064 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3347 continue; 3067 continue;
3068
3348 tmp->remove (); 3069 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3072 { /* empty container to ground */
3352 loot_object (tmp); 3073 loot_object (tmp);
3374 */ 3095 */
3375 3096
3376void 3097void
3377fix_weight (void) 3098fix_weight (void)
3378{ 3099{
3379 player *pl;
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3382 { 3101 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3103
3385 if (old == sum) 3104 if (old == sum)
3386 continue; 3105 continue;
3387 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3388 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);
3389 } 3108 }
3390} 3109}
3391 3110
3392void 3111void
3393fix_luck (void) 3112fix_luck (void)
3394{ 3113{
3395 player *pl;
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3398 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3400} 3117}
3401
3402 3118
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3406 */ 3122 */
3407
3408void 3123void
3409cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3410{ 3125{
3411 object *skop, *spob; 3126 object *skop, *spob;
3412 3127
3457 object *tmp = NULL; 3172 object *tmp = NULL;
3458 3173
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3175 return 1;
3461 3176
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; 3177 return 0;
3468} 3178}
3469 3179
3470/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3587 continue; 3297 continue;
3588 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)))
3589 continue; 3299 continue;
3590 3300
3591 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)
3592 { 3302 {
3593 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))
3594 return 1; 3304 return 1;
3595 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3596 { 3306 {
3650 3360
3651 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3652 * 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
3653 * for any meaningful values. 3363 * for any meaningful values.
3654 */ 3364 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !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)])
3658 return 1; 3368 return 1;
3659 op = op->more; 3369 op = op->more;
3660 } 3370 }
3661 return 0; 3371 return 0;
3662} 3372}
3848 { 3558 {
3849 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3560 object *skin;
3851 3561
3852 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 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); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3854 if (skin == NULL) 3567 if (!skin)
3855 return; 3568 return;
3856 3569
3857 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3572 {

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