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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 1.59 by root, Sat Dec 23 07:36:35 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 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 209 */
239 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
240 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247 send_rules (ob);
248 send_news (ob);
249 display_motd (ob);
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
241 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 275 * we deal with that below this point.
243 */ 276 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 280
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
255 282
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; 283 gen_sp_armour = 10;
270 p->last_speed = -1; 284 last_speed = -1;
271 p->shoottype = range_none; 285 shoottype = range_none;
272 p->bowtype = bow_normal; 286 bowtype = bow_normal;
273 p->petmode = pet_normal; 287 petmode = pet_normal;
274 p->listening = 10; 288 listening = 10;
275 p->usekeys = containers; 289 usekeys = containers;
276 p->last_weapon_sp = -1; 290 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 291 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 292 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);
286 293
287 /* we need to clear these to -1 and not zero - otherwise, 294 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 295 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 296 * send new values to the client, as things like exp start
290 * at zero. 297 * at zero.
291 */ 298 */
292 for (i = 0; i < NUM_SKILLS; i++) 299 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 300 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 301
296 }
297 for (i = 0; i < NROFATTACKS; i++) 302 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 303 last_resist[i] = -1;
300 } 304
301 p->last_stats.exp = -1; 305 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 306 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 307}
308 308
309/* This loads the first map an puts the player on it. */ 309player::~player ()
310static void
311set_first_map (object *op)
312{ 310{
313 strcpy (op->contr->maplevel, first_map_path); 311 terminate_all_pets (ob);
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
319/* Tries to add player on the connection passwd in ns. 349/* 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 350 * All we can really get in this is some settings like host and display
321 * mode. 351 * mode.
322 */ 352 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 353player *
354player::create ()
355{
356 player *pl = new player;
328 357
329 p = get_player (NULL); 358 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));
332 359
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; 360 return pl;
353} 361}
354 362
355/* 363/*
356 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
366 { 374 {
367 if (at == NULL || at->next == NULL) 375 if (at == NULL || at->next == NULL)
368 at = first_archetype; 376 at = first_archetype;
369 else 377 else
370 at = at->next; 378 at = at->next;
379
371 if (at->clone.type == PLAYER) 380 if (at->clone.type == PLAYER)
372 return at; 381 return at;
382
373 if (at == start) 383 if (at == start)
374 { 384 {
375 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 386 exit (-1);
377 } 387 }
378 } 388 }
379} 389}
380
381 390
382object * 391object *
383get_nearest_player (object *mon) 392get_nearest_player (object *mon)
384{ 393{
385 object *op = NULL; 394 object *op = NULL;
462 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 473 * is probably not a good thing.
465 */ 474 */
466#define MAX_SPACES 50 475#define MAX_SPACES 50
467
468 476
469/* 477/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
712 link_player_skills (pl); 720 link_player_skills (pl);
713} 721}
714 722
715void 723void
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) 724get_party_password (object *op, partylist *party)
800{ 725{
801 if (party == NULL) 726 if (party == NULL)
802 { 727 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 729 return;
805 } 730 }
731
806 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 736}
811
812 737
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 739static int
815roll_stat (void) 740roll_stat (void)
816{ 741{
817 int a[4], i, j, k; 742 int a[4], i, j, k;
818 743
819 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 748 if (a[i] < k)
824 k = a[i], j = i; 749 k = a[i], j = i;
825 750
826 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 752 if (i != j)
829 k += a[i]; 753 k += a[i];
830 } 754
831 return k; 755 return k;
832} 756}
833 757
834void 758void
835roll_stats (object *op) 759object::roll_stats ()
836{ 760{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 761 int statsort [7];
840 762
841 do 763 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 } 764 {
852 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
853 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
854 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 774 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;
862 775
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]; 776 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
887 783
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; 784 stats.exp = 0;
899 op->stats.ac = 0; 785 stats.ac = 0;
900 786
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; 787 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
909 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
910} 799}
911 800
912void 801void
913Roll_Again (object *op) 802object::swap_stats (int a, int b)
914{ 803{
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); 804 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)); 805 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); 806 set_attr_value (&contr->orig_stats, b, tmp);
939 807
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; 808 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 818 stats.ac = 0;
950 819
951 op->level = 1; 820 level = 1;
952 op->stats.exp = 0; 821 stats.exp = 0;
953 op->stats.ac = 0; 822 stats.ac = 0;
954 823
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; 824 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
963 op->contr->orig_stats = op->stats; 834 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 { 835 }
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} 836}
1041 837
1042/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1046 * not the class. 842 * not the class.
1047 */ 843 */
1048
1049int 844int
1050key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1051{ 846{
1052 int tmp_loop; 847 int tmp_loop;
1053 848
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 849 if (key == 'd' || key == 'D')
1061 { 850 {
1062 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1063 852
1064 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 858 create_treasure (tl, op, 0, 0, 0);
1070 859
1071 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
1073 862
1074 op->contr->state = ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
1075 864
1076 if (op->msg) 865 if (op->msg)
1077 op->msg = NULL; 866 op->msg = NULL;
1078 867
1079 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
1088 start_info (op); 877 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 880 link_player_skills (op);
1092 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1093 fix_player (op); 882 op->update_stats ();
1094 883
1095 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1096 * is one for this race 885 * is one for this race
1097 */ 886 */
1098 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1110 * default initial map */ 899 * default initial map */
1111 tmp->destroy (); 900 tmp->destroy ();
1112 } 901 }
1113 else 902 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 904
1117 return 0; 905 return 0;
1118 } 906 }
1119 907
1120 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1125 while (!tmp_loop) 913 while (!tmp_loop)
1126 { 914 {
1127 shstr name = op->name; 915 shstr name = op->name;
1128 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1129 917
1130 remove_statbonus (op); 918 op->remove_statbonus ();
1131 op->remove (); 919 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 921 op->arch->clone.copy_to (op);
1134 op->instantiate (); 922 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1137 op->x = x; 925 op->x = x;
1138 op->y = y; 926 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 930 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1144 } 932 }
1145 933
1146 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 936 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 939 op->stats.grace = 0;
1152 940
1153 if (op->msg) 941 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 943
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 944 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; 945 return 0;
1158} 946}
1159 947
1160int 948int
1161key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1162{ 950{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 952 {
1167 op->contr->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 955 return 1;
1170 } 956 }
1171 957
1172 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 963 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 965
1180 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1181 check_score (op); 967 check_score (op);
1182 op->contr->party = NULL; 968 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1185 970
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 972
973 delete ob->contr;
974
1190 /* We need to hunt for any per player unique maps in memory and 975 /* 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, 976 * 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 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 978 */
979 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 981
1196 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1197 next = mp->next; 984 next = mp->next;
985
1198 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 987 delete_map (mp);
1200 } 988 }
1201 989
1202 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1203 }
1204 991
1205 play_again (op);
1206 return 1; 992 return 1;
1207} 993}
1208 994
1209void 995void
1210flee_player (object *op) 996flee_player (object *op)
1241 { 1027 {
1242 op->enemy = NULL; 1028 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1030 return;
1245 } 1031 }
1032
1246 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1247 1034
1248 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1250 { 1037 {
1251 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1252 1039
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1041 return;
1256 }
1257 } 1042 }
1043
1258 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1046 op->enemy = NULL;
1261} 1047}
1262 1048
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1136 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1141 }
1142
1384 /* philosophy: 1143 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1148 * example.
1390 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1577 if (!dir)
1819 { 1578 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1580 return 0;
1822 } 1581 }
1582
1823 if (op->type == PLAYER) 1583 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1584 bow = op->contr->ranges[range_bow];
1825 else 1585 else
1826 { 1586 {
1827 for (bow = op->inv; bow; bow = bow->below) 1587 for (bow = op->inv; bow; bow = bow->below)
1835 { 1595 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1597 return 0;
1838 } 1598 }
1839 } 1599 }
1600
1840 if (!bow->race || !bow->skill) 1601 if (!bow->race || !bow->skill)
1841 { 1602 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1604 return 0;
1844 } 1605 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1608
1848 /* penalize ROF for bestarrow */ 1609 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1851 if (bowspeed < 1) 1613 if (bowspeed < 1)
1852 bowspeed = 1; 1614 bowspeed = 1;
1853 1615
1854 if (arrow == NULL) 1616 if (arrow == NULL)
1855 { 1617 {
1861 else 1623 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1625 return 0;
1864 } 1626 }
1865 } 1627 }
1628
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1630 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1631 return 0;
1870 } 1632
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1634 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1636 return 0;
1875 } 1637 }
1881 return 0; 1643 return 0;
1882 } 1644 }
1883 1645
1884 left = arrow; /* these are arrows left to the player */ 1646 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1647 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1648 if (!arrow)
1887 { 1649 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1651 return 0;
1890 } 1652 }
1653
1891 arrow->set_owner (op); 1654 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1893 1656
1894 arrow->direction = dir; 1657 arrow->direction = dir;
1895 arrow->x = sx; 1658 arrow->x = sx;
1896 arrow->y = sy; 1659 arrow->y = sy;
1897 1660
1898 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1899 { 1662 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1664 op->update_stats ();
1902 } 1665 }
1903 1666
1904 SET_ANIMATION (arrow, arrow->direction); 1667 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1669 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1670 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1671 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1672 arrow->spellarg = strdup (arrow->slaying);
1910 1673
1911 /* Note that this was different for monsters - they got their level 1674 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1675 * added to the damage. I think the strength bonus is more proper.
1913 */ 1676 */
1914 1677
1938 } 1701 }
1939 1702
1940 if (arrow->attacktype == AT_PHYSICAL) 1703 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1704 arrow->attacktype |= bow->attacktype;
1942 1705
1943 if (bow->slaying != NULL) 1706 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1707 arrow->slaying = bow->slaying;
1945 1708
1946 arrow->map = m; 1709 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1710 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1827 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1828 item->face = item->arch->clone.face;
2066 item->speed = 0; 1829 item->speed = 0;
2067 update_ob_speed (item); 1830 update_ob_speed (item);
2068 } 1831 }
2069 if ((tmp = is_player_inv (item))) 1832 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1833 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1834 }
2072 } 1835 }
2073 else if (item->type == ROD || item->type == HORN) 1836 else if (item->type == ROD || item->type == HORN)
2074 { 1837 {
2224 * 0 otherwise 1987 * 0 otherwise
2225 */ 1988 */
2226static int 1989static int
2227player_attack_door (object *op, object *door) 1990player_attack_door (object *op, object *door)
2228{ 1991{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1992 /* 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 - 1993 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1994 * otherwise, we fall through to the rest of the code.
2233 */ 1995 */
2234 object *key = find_key (op, op, door); 1996 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2034 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2035 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2036 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2037 * going to try and move (not fire weapons).
2276 */ 2038 */
2277
2278void 2039void
2279move_player_attack (object *op, int dir) 2040move_player_attack (object *op, int dir)
2280{ 2041{
2281 object *tmp, *mon; 2042 object *tmp, *mon;
2282 sint16 nx, ny; 2043 sint16 nx, ny;
2284 maptile *m; 2045 maptile *m;
2285 2046
2286 nx = freearr_x[dir] + op->x; 2047 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2048 ny = freearr_y[dir] + op->y;
2288 2049
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2050 on_battleground = op_on_battleground (op, 0, 0);
2290 2051
2291 /* If braced, or can't move to the square, and it is not out of the 2052 /* 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 2053 * 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 2054 * 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 2055 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2067 return; /* Don't think this should happen */
2307 } 2068 }
2308 else 2069 else
2309 m = op->map; 2070 m = op->map;
2310 2071
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2073 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2075 return;
2315 } 2076 }
2316 2077
2317 mon = NULL; 2078 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2079 /* 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. 2080 * 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 2081 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2082 * on the space
2322 */ 2083 */
2323 while (tmp != NULL) 2084 while (tmp)
2324 { 2085 {
2325 if (tmp == op) 2086 if (tmp == op)
2326 { 2087 {
2327 tmp = tmp->above; 2088 tmp = tmp->above;
2328 continue; 2089 continue;
2338 mon = tmp; 2099 mon = tmp;
2339 2100
2340 tmp = tmp->above; 2101 tmp = tmp->above;
2341 } 2102 }
2342 2103
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2104 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2105 return; /* into a wall */
2345 2106
2346 if (mon->head != NULL) 2107 if (mon->head)
2347 mon = mon->head; 2108 mon = mon->head;
2348 2109
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2111 if (player_attack_door (op, mon))
2351 return; 2112 return;
2388 * attack them either. 2149 * attack them either.
2389 */ 2150 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2151 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2153#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2154 (op->contr->peaceful
2394 || (mon->type == PLAYER 2155 || (mon->type == PLAYER
2395 && mon->contr-> 2156 && mon->contr->
2396 peaceful)) && 2157 peaceful)) &&
2397#else 2158#else
2398 op->contr->peaceful && 2159 op->contr->peaceful &&
2399#endif 2160#endif
2400 !on_battleground)) 2161 !on_battleground))
2401 { 2162 {
2402 if (!op->contr->braced) 2163 if (!op->contr->braced)
2403 { 2164 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2166 (void) push_ob (mon, dir, op);
2406 } 2167 }
2407 else 2168 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2169 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2170
2411 if (op->contr->tmp_invis || op->hide) 2171 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2172 make_visible (op);
2413 } 2173 }
2414 2174
2415 /* If the object is a boulder or other rollable object, then 2175 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2203 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2204
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2206 }
2447 2207
2448 skill_attack (mon, op, 0, NULL, NULL); 2208 skill_attack (mon, op, 0, 0, 0);
2449 2209
2450 /* If attacking another player, that player gets automatic 2210 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2211 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2212 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2213 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2216 {
2457 short luck = mon->stats.luck; 2217 short luck = mon->stats.luck;
2458 2218
2459 mon->contr->has_hit = 1; 2219 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2220 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2221 mon->stats.luck = luck;
2462 } 2222 }
2223
2463 if (action_makes_visible (op)) 2224 if (action_makes_visible (op))
2464 make_visible (op); 2225 make_visible (op);
2465 } 2226 }
2466 } /* if player should attack something */ 2227 } /* if player should attack something */
2467} 2228}
2502 2263
2503 /* Add special check for newcs players and fire on - this way, the 2264 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2265 * server can handle repeat firing.
2505 */ 2266 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2267 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2268 op->direction = dir;
2509 }
2510 else 2269 else
2511 {
2512 op->direction = 0; 2270 op->direction = 0;
2513 } 2271
2514 /* Update how the player looks. Use the facing, so direction may 2272 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2273 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2274 * for players.
2517 */ 2275 */
2518 animate_object (op, op->facing); 2276 animate_object (op, op->facing);
2570 2328
2571 /* call this here - we also will call this in do_ericserver, but 2329 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2330 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2331 * called, so we recheck it here.
2574 */ 2332 */
2575 HandleClient (&op->contr->socket, op->contr); 2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2576 if (op->speed_left < 0) 2337 if (op->speed_left < 0)
2577 return 0; 2338 return 0;
2578 2339
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2340 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2341 {
2589 if (op->speed_left > 0) 2350 if (op->speed_left > 0)
2590 return 1; 2351 return 1;
2591 else 2352 else
2592 return 0; 2353 return 0;
2593 } 2354 }
2355
2594 return 0; 2356 return 0;
2595} 2357}
2596 2358
2597int 2359int
2598save_life (object *op) 2360save_life (object *op)
2599{ 2361{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2362 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2363 return 0;
2604 2364
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2366 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2367 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2368 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)); 2369 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2370
2618 op->stats.hp = op->stats.maxhp; 2378 op->stats.hp = op->stats.maxhp;
2619 2379
2620 if (op->stats.food < 0) 2380 if (op->stats.food < 0)
2621 op->stats.food = 999; 2381 op->stats.food = 999;
2622 2382
2623 fix_player (op); 2383 op->update_stats ();
2624 return 1; 2384 return 1;
2625 } 2385 }
2386
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2387 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2389 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2390 return 0;
2630} 2391}
2653 esrv_del_item (env->contr, op->count); 2414 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2415 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2416 }
2656 else if (op->inv) 2417 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2418 remove_unpaid_objects (op->inv, env);
2419
2658 op = next; 2420 op = next;
2659 } 2421 }
2660} 2422}
2661
2662 2423
2663/* 2424/*
2664 * Returns pointer a static string containing gravestone text 2425 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2426 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2427 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2438 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2439 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2440 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2441 else
2681 sprintf (buf, "%s\n", &op->name); 2442 sprintf (buf, "%s\n", &op->name);
2443
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2444 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2445 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2446 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2447 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2448 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2449 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2450
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2451 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2452 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2691 { 2454 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2455 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2456 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2457 strcat (buf2, buf);
2695 } 2458 }
2459
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2460 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2462 strcat (buf2, buf);
2463
2699 return buf2; 2464 return buf2;
2700} 2465}
2701
2702
2703 2466
2704void 2467void
2705do_some_living (object *op) 2468do_some_living (object *op)
2706{ 2469{
2707 int last_food = op->stats.food; 2470 int last_food = op->stats.food;
2716 const int max_grace = 1; 2479 const int max_grace = 1;
2717 2480
2718 if (op->contr->outputs_sync) 2481 if (op->contr->outputs_sync)
2719 { 2482 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2483 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) 2484 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]); 2485 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2486 }
2724 2487
2725 if (op->contr->state == ST_PLAYING) 2488 if (op->contr->ns->state == ST_PLAYING)
2726 { 2489 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2490 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2491 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2492 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2493 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2494 else
2733 { 2495 {
2734 gen_hp = op->stats.maxhp; 2496 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2497 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2498 }
2499
2737 if (op->contr->gen_sp >= 0) 2500 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2501 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2502 else
2740 { 2503 {
2741 gen_sp = op->stats.maxsp; 2504 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2505 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2506 }
2507
2744 if (op->contr->gen_grace >= 0) 2508 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2510 else
2747 { 2511 {
2748 gen_grace = op->stats.maxgrace; 2512 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2530 op->stats.food = last_food;
2767 } 2531 }
2768 } 2532 }
2533
2769 if (max_sp > 1) 2534 if (max_sp > 1)
2770 { 2535 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2536 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2537 if (over_sp > 0)
2773 { 2538 {
2774 if (op->stats.sp < op->stats.maxsp) 2539 if (op->stats.sp < op->stats.maxsp)
2775 { 2540 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2544 op->stats.sp--;
2545
2779 if (op->stats.sp > op->stats.maxsp) 2546 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2547 op->stats.sp = op->stats.maxsp;
2781 } 2548 }
2782 op->last_sp = 0; 2549 op->last_sp = 0;
2783 } 2550 }
2784 else 2551 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2553 }
2789 else 2554 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2556 }
2794 2557
2795 /* Regenerate Grace */ 2558 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2560 if (--op->last_grace < 0)
2798 { 2561 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2562 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2563 op->stats.grace++; /* no penalty in food for regaining grace */
2564
2801 if (max_grace > 1) 2565 if (max_grace > 1)
2802 { 2566 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2567 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2568 if (over_grace > 0)
2805 { 2569 {
2833 op->stats.food += op->contr->digestion; 2597 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2599 op->stats.food = last_food;
2836 } 2600 }
2837 } 2601 }
2602
2838 if (max_hp > 1) 2603 if (max_hp > 1)
2839 { 2604 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2606 if (over_hp > 0)
2842 { 2607 {
2866 2631
2867 if (op->contr->gen_hp > 0) 2632 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2634 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636
2871 /* dms do not consume food */ 2637 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2638 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2639 op->stats.food--;
2874 } 2640 }
2875 }
2876 2641
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2642 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2643 {
2879 object *tmp, *flesh = NULL; 2644 object *tmp, *flesh = 0;
2880 2645
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2646 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2647 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2648 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2649 {
2650 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2652 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2653 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2654 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2655 break;
2891 } 2656 }
2892 else if (tmp->type == FLESH) 2657 else if (tmp->type == FLESH)
2893 flesh = tmp; 2658 flesh = tmp;
2894 } /* End if paid for object */ 2659 } /* End if paid for object */
2895 } /* end of for loop */ 2660 } /* end of for loop */
2661
2896 /* If player is still starving, it means they don't have any food, so 2662 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2663 * eat flesh instead.
2898 */ 2664 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2665 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2666 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2668 manual_apply (op, flesh, 0);
2903 } 2669 }
2904 } /* end if player is starving */ 2670 }
2905 2671
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2672 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2673 op->stats.food++, op->stats.hp--;
2908 2674
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2676 kill_player (op);
2677 }
2911} 2678}
2912
2913
2914 2679
2915/* If the player should die (lack of hp, food, etc), we call this. 2680/* 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 2681 * 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 2682 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2683 * file.
3025 x = op->x; 2790 x = op->x;
3026 y = op->y; 2791 y = op->y;
3027 map = op->map; 2792 map = op->map;
3028 2793
3029 2794
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2795 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2796 * 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. 2797 * See the config.h file for a little more in depth detail about this.
3035 */ 2798 */
3036 2799
3037 /* Basically two ways to go - remove a stat permanently, or just 2800 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2801 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2802 * of death.
3040 */ 2803 */
3041#ifndef COZY_SERVER 2804#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2805 if (settings.balanced_stat_loss)
3043 { 2806 {
3044 /* If stat loss is permanent, lose one stat only. */ 2807 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2808 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2809 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2810 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2811 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2812 little bit harder. */
3050 /* GD */ 2813 /* GD */
3051 if (settings.stat_loss_on_death) 2814 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2815 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2816 else
3057 { 2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 }
2819 else
2820 {
3058 num_stats_lose = 1; 2821 num_stats_lose = 1;
3059 } 2822 }
3060 lost_a_stat = 0; 2823 lost_a_stat = 0;
3061 2824
3062 for (z = 0; z < num_stats_lose; z++) 2825 for (z = 0; z < num_stats_lose; z++)
3063 { 2826 {
3064 i = RANDOM () % NUM_STATS; 2827 i = RANDOM () % NUM_STATS;
3065 2828
3066 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3067 { 2830 {
3068 /* Pick a random stat and take a point off it. Tell the player 2831 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2832 * what he lost.
3070 */ 2833 */
3071 change_attr_value (&(op->stats), i, -1); 2834 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2835 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2836 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2837 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2839 lost_a_stat = 1;
2840 }
2841 else
2842 {
2843 /* deplete a stat */
2844 archetype *deparch = archetype::find ("depletion");
2845 object *dep;
2846
2847 dep = present_arch_in_ob (deparch, op);
2848 if (!dep)
2849 {
2850 dep = arch_to_object (deparch);
2851 insert_ob_in_ob (dep, op);
3077 } 2852 }
3078 else 2853 lose_this_stat = 1;
2854 if (settings.balanced_stat_loss)
3079 { 2855 {
3080 /* deplete a stat */ 2856 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2857 /* Get the stat that we're about to deplete. */
3082 object *dep; 2858 this_stat = get_attr_value (&(dep->stats), i);
3083 2859 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2860 {
3087 dep = arch_to_object (deparch); 2861 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2862 int keep_chance = this_stat * this_stat;
3089 } 2863
3090 lose_this_stat = 1; 2864 /* 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) 2865 if (keep_chance < 1)
2866 keep_chance = 1;
2867
2868 /* There is a maximum depletion total per level. */
2869 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2870 {
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; 2871 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2872 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2873 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 } 2874 }
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 */ 2875 else
3132 if (this_stat >= -50)
3133 { 2876 {
3134 change_attr_value (&(dep->stats), i, -1); 2877 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; 2878 lose_this_stat = 0;
2879 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880 this_stat, keep_chance, loss_chance,
2881 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2882 }
3140 } 2883 }
3141 } 2884 }
2885
2886 if (lose_this_stat)
2887 {
2888 this_stat = get_attr_value (&(dep->stats), i);
2889 /* We could try to do something clever like find another
2890 * stat to reduce if this fails. But chances are, if
2891 * stats have been depleted to -50, all are pretty low
2892 * and should be roughly the same, so it shouldn't make a
2893 * difference.
2894 */
2895 if (this_stat >= -50)
2896 {
2897 change_attr_value (&(dep->stats), i, -1);
2898 SET_FLAG (dep, FLAG_APPLIED);
2899 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900 op->update_stats ();
2901 lost_a_stat = 1;
2902 }
3142 } 2903 }
2904 }
2905 }
3143 /* If no stat lost, tell the player. */ 2906 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2907 if (!lost_a_stat)
3145 { 2908 {
3146 /* determine_god() seems to not work sometimes... why is this? 2909 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2910 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2911 const char *god = determine_god (op);
3149 2912
3150 if (god && (strcmp (god, "none"))) 2913 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); 2914 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2915 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2917 }
3155#else 2918#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2920#endif
3158 2921
3159 /* Put a gravestone up where the character 'almost' died. List the 2922 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2923 * exp loss on the stone.
3161 */ 2924 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2925 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2926 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2927 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2928 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2929 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); 2930 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; 2931 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2932 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2934
3172 /**************************************/ 2935 /**************************************/
3173 /* */ 2936 /* */
3174 /* Subtract the experience points, */ 2937 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2938 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2939 /* food, and reset HP's... */
3177 /* */ 2940 /* */
3178 /**************************************/ 2941 /**************************************/
3179 2942
3180 /* remove any poisoning and confusion the character may be suffering. */ 2943 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2944 /* restore player */
3182 at = archetype::find ("poisoning"); 2945 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2946 tmp = present_arch_in_ob (at, op);
3184 2947
3185 if (tmp) 2948 if (tmp)
3186 { 2949 {
3187 tmp->destroy (); 2950 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2952 }
3190 2953
3191 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2956 if (tmp)
3194 { 2957 {
3195 tmp->destroy (); 2958 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2960 }
3198 2961
3199 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3200 2963
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2964 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2965 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2966 if (op->stats.food < 100)
3204 op->stats.food = 900; 2967 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2971
3209 /* 2972 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2973 * 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 2974 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2975 * in the map.
3213 */ 2976 */
3214 2977
3215 if (is_in_shop (op)) 2978 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2979 remove_unpaid_objects (op->inv, op);
3217 2980
3218 /****************************************/ 2981 /****************************************/
3219 /* */ 2982 /* */
3220 /* Move player to his current respawn- */ 2983 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2984 /* position (usually last savebed) */
3222 /* */ 2985 /* */
3223 /****************************************/ 2986 /****************************************/
3224 2987
3225 enter_player_savebed (op); 2988 enter_player_savebed (op);
3226 2989
3227 /* Save the player before inserting the force to reduce 2990 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 2991 * chance of abuse.
3229 */ 2992 */
3230 op->contr->braced = 0; 2993 op->contr->braced = 0;
3231 save_player (op, 1); 2994 op->contr->save ();
3232 2995
3233 /* it is possible that the player has blown something up 2996 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2997 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2998 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2999 * on the space that might harm the player.
3237 */ 3000 */
3238 will_kill_again = 0; 3001 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3002 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3003 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3004 will_kill_again |= tmp->attacktype;
3242 3005
3243 if (will_kill_again) 3006 if (will_kill_again)
3244 { 3007 {
3245 object *force; 3008 object *force;
3246 int at; 3009 int at;
3247 3010
3248 force = get_archetype (FORCE_NAME); 3011 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3012 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3013 force->speed = 0.1;
3251 force->speed_left = -5.0; 3014 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3015 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3016 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3017 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3018 force->resist[at] = 100;
3256 3019
3257 insert_ob_in_ob (force, op); 3020 insert_ob_in_ob (force, op);
3258 fix_player (op); 3021 op->update_stats ();
3259 3022
3260 } 3023 }
3261 3024
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3025 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} 3026}
3331
3332 3027
3333void 3028void
3334loot_object (object *op) 3029loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3030{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3031 object *tmp, *tmp2, *next;
3337 3032
3338 if (op->container) 3033 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3034 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3035
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3036 for (tmp = op->inv; tmp; tmp = next)
3344 { 3037 {
3345 next = tmp->below; 3038 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3039
3040 if (tmp->invisible)
3347 continue; 3041 continue;
3042
3348 tmp->remove (); 3043 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3044 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3045 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3046 { /* empty container to ground */
3352 loot_object (tmp); 3047 loot_object (tmp);
3374 */ 3069 */
3375 3070
3376void 3071void
3377fix_weight (void) 3072fix_weight (void)
3378{ 3073{
3379 player *pl;
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next) 3074 for (player *pl = first_player; pl; pl = pl->next)
3382 { 3075 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3077
3385 if (old == sum) 3078 if (old == sum)
3386 continue; 3079 continue;
3387 fix_player (pl->ob); 3080 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3082 }
3390} 3083}
3391 3084
3392void 3085void
3393fix_luck (void) 3086fix_luck (void)
3394{ 3087{
3395 player *pl;
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next) 3088 for (player *pl = first_player; pl; pl = pl->next)
3398 if (!pl->ob->contr->state) 3089 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3090 pl->ob->change_luck (0);
3400} 3091}
3401
3402 3092
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3093/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3094 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3095 * just treat this as any other spell casting object.
3406 */ 3096 */
3407
3408void 3097void
3409cast_dust (object *op, object *throw_ob, int dir) 3098cast_dust (object *op, object *throw_ob, int dir)
3410{ 3099{
3411 object *skop, *spob; 3100 object *skop, *spob;
3412 3101
3457 object *tmp = NULL; 3146 object *tmp = NULL;
3458 3147
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3149 return 1;
3461 3150
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; 3151 return 0;
3468} 3152}
3469 3153
3470/* look at the surrounding terrain to determine 3154/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3155 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3270 if (mflags & P_OUT_OF_MAP)
3587 continue; 3271 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3272 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3273 continue;
3590 3274
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3275 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3276 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3277 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3278 return 1;
3595 else if (tmp->type == PLAYER) 3279 else if (tmp->type == PLAYER)
3596 { 3280 {
3650 3334
3651 /* only the viewable area the player sees is updated by LOS 3335 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3336 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3337 * for any meaningful values.
3654 */ 3338 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3340 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3341 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3342 return 1;
3659 op = op->more; 3343 op = op->more;
3660 } 3344 }
3661 return 0; 3345 return 0;
3662} 3346}
3848 { 3532 {
3849 /* forces in the treasurelist can alter the player's stats */ 3533 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3534 object *skin;
3851 3535
3852 /* first get the dragon skin force */ 3536 /* first get the dragon skin force */
3537 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); 3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3539 ;
3540
3854 if (skin == NULL) 3541 if (!skin)
3855 return; 3542 return;
3856 3543
3857 /* adding new spellpath attunements */ 3544 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3545 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3546 {

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