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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 1.60 by root, Sat Dec 23 09:41:55 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 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 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
241 /* There are some elements we want initialized to non zero value - 275 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 276 * we deal with that below this point.
243 */ 277 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 278 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 279 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 280 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 281
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 282 assign (savebed_map, first_map_path); /* Init. respawn position */
255 283
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; 284 gen_sp_armour = 10;
270 p->last_speed = -1; 285 last_speed = -1;
271 p->shoottype = range_none; 286 shoottype = range_none;
272 p->bowtype = bow_normal; 287 bowtype = bow_normal;
273 p->petmode = pet_normal; 288 petmode = pet_normal;
274 p->listening = 10; 289 listening = 10;
275 p->usekeys = containers; 290 usekeys = containers;
276 p->last_weapon_sp = -1; 291 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 292 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 293 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);
286 294
287 /* we need to clear these to -1 and not zero - otherwise, 295 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 296 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 297 * send new values to the client, as things like exp start
290 * at zero. 298 * at zero.
291 */ 299 */
292 for (i = 0; i < NUM_SKILLS; i++) 300 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 301 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 302
296 }
297 for (i = 0; i < NROFATTACKS; i++) 303 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 304 last_resist[i] = -1;
300 } 305
301 p->last_stats.exp = -1; 306 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 307 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 308}
308 309
309/* This loads the first map an puts the player on it. */ 310player::~player ()
310static void
311set_first_map (object *op)
312{ 311{
313 strcpy (op->contr->maplevel, first_map_path); 312 terminate_all_pets (ob);
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
319/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
321 * mode. 352 * mode.
322 */ 353 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 354player *
355player::create ()
356{
357 player *pl = new player;
328 358
329 p = get_player (NULL); 359 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));
332 360
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; 361 return pl;
353} 362}
354 363
355/* 364/*
356 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
366 { 375 {
367 if (at == NULL || at->next == NULL) 376 if (at == NULL || at->next == NULL)
368 at = first_archetype; 377 at = first_archetype;
369 else 378 else
370 at = at->next; 379 at = at->next;
380
371 if (at->clone.type == PLAYER) 381 if (at->clone.type == PLAYER)
372 return at; 382 return at;
383
373 if (at == start) 384 if (at == start)
374 { 385 {
375 LOG (llevError, "No Player archetypes\n"); 386 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 387 exit (-1);
377 } 388 }
378 } 389 }
379} 390}
380
381 391
382object * 392object *
383get_nearest_player (object *mon) 393get_nearest_player (object *mon)
384{ 394{
385 object *op = NULL; 395 object *op = NULL;
462 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 474 * is probably not a good thing.
465 */ 475 */
466#define MAX_SPACES 50 476#define MAX_SPACES 50
467
468 477
469/* 478/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 720 /* Need to set up the skill pointers */
712 link_player_skills (pl); 721 link_player_skills (pl);
713} 722}
714 723
715void 724void
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) 725get_party_password (object *op, partylist *party)
800{ 726{
801 if (party == NULL) 727 if (party == NULL)
802 { 728 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 730 return;
805 } 731 }
732
806 op->contr->write_buf[0] = '\0'; 733 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 737}
811
812 738
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 740static int
815roll_stat (void) 741roll_stat (void)
816{ 742{
817 int a[4], i, j, k; 743 int a[4], i, j, k;
818 744
819 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 749 if (a[i] < k)
824 k = a[i], j = i; 750 k = a[i], j = i;
825 751
826 for (i = 0, k = 0; i < 4; i++) 752 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 753 if (i != j)
829 k += a[i]; 754 k += a[i];
830 } 755
831 return k; 756 return k;
832} 757}
833 758
834void 759void
835roll_stats (object *op) 760object::roll_stats ()
836{ 761{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 762 int statsort [7];
840 763
841 do 764 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 } 765 {
852 while (sum < 82 || sum > 116); 766 int sum = 0;
767 for (int i = 7; i--; )
768 sum += statsort [i] = roll_stat ();
853 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
854 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 775 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;
862 776
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]; 777 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
887 784
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; 785 stats.exp = 0;
899 op->stats.ac = 0; 786 stats.ac = 0;
900 787
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; 788 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
909 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
910} 800}
911 801
912void 802void
913Roll_Again (object *op) 803object::swap_stats (int a, int b)
914{ 804{
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); 805 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)); 806 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); 807 set_attr_value (&contr->orig_stats, b, tmp);
939 808
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; 809 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 810 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 811 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 812 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 813 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 814 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 815 stats.Cha = contr->orig_stats.Cha;
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 819 stats.ac = 0;
950 820
951 op->level = 1; 821 level = 1;
952 op->stats.exp = 0; 822 stats.exp = 0;
953 op->stats.ac = 0; 823 stats.ac = 0;
954 824
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; 825 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
963 op->contr->orig_stats = op->stats; 835 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 { 836 }
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} 837}
1041 838
1042/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
1046 * not the class. 843 * not the class.
1047 */ 844 */
1048
1049int 845int
1050key_change_class (object *op, char key) 846key_change_class (object *op, char key)
1051{ 847{
1052 int tmp_loop; 848 int tmp_loop;
1053 849
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 850 if (key == 'd' || key == 'D')
1061 { 851 {
1062 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
1063 853
1064 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 859 create_treasure (tl, op, 0, 0, 0);
1070 860
1071 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
1073 863
1074 op->contr->state = ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
1075 865
1076 if (op->msg) 866 if (op->msg)
1077 op->msg = NULL; 867 op->msg = NULL;
1078 868
1079 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
1088 start_info (op); 878 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 880 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 881 link_player_skills (op);
1092 esrv_send_inventory (op, op); 882 esrv_send_inventory (op, op);
1093 fix_player (op); 883 op->update_stats ();
1094 884
1095 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1096 * is one for this race 886 * is one for this race
1097 */ 887 */
1098 if (*first_map_ext_path) 888 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 899 * if the map isn't there, then stay on the
1110 * default initial map */ 900 * default initial map */
1111 tmp->destroy (); 901 tmp->destroy ();
1112 } 902 }
1113 else 903 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 904 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 905
1117 return 0; 906 return 0;
1118 } 907 }
1119 908
1120 /* Following actually changes the race - this is the default command 909 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 910 * if we don't match with one of the options above.
1125 while (!tmp_loop) 914 while (!tmp_loop)
1126 { 915 {
1127 shstr name = op->name; 916 shstr name = op->name;
1128 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
1129 918
1130 remove_statbonus (op); 919 op->remove_statbonus ();
1131 op->remove (); 920 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 921 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 922 op->arch->clone.copy_to (op);
1134 op->instantiate (); 923 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1137 op->x = x; 926 op->x = x;
1138 op->y = y; 927 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 929 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 930 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 931 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 932 tmp_loop = allowed_class (op);
1144 } 933 }
1145 934
1146 update_object (op, UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 936 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 937 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 940 op->stats.grace = 0;
1152 941
1153 if (op->msg) 942 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 944
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 945 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; 946 return 0;
1158} 947}
1159 948
1160int 949int
1161key_confirm_quit (object *op, char key) 950key_confirm_quit (object *op, char key)
1162{ 951{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 953 {
1167 op->contr->state = ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 956 return 1;
1170 } 957 }
1171 958
1172 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 964 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 966
1180 strcpy (op->contr->killer, "quit"); 967 strcpy (op->contr->killer, "quit");
1181 check_score (op); 968 check_score (op);
1182 op->contr->party = NULL; 969 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 970 op->contr->own_title[0] = '\0';
1185 971
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 972 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 973
974 delete ob->contr;
975
1190 /* We need to hunt for any per player unique maps in memory and 976 /* 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, 977 * 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 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 979 */
980 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 982
1196 { 983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1197 next = mp->next; 985 next = mp->next;
986
1198 if (!strncmp (mp->path, buf, strlen (buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 988 delete_map (mp);
1200 } 989 }
1201 990
1202 delete_character (op->name, 1); 991 delete_character (ob->name, 1);
1203 }
1204 992
1205 play_again (op);
1206 return 1; 993 return 1;
1207} 994}
1208 995
1209void 996void
1210flee_player (object *op) 997flee_player (object *op)
1241 { 1028 {
1242 op->enemy = NULL; 1029 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1031 return;
1245 } 1032 }
1033
1246 get_rangevector (op, op->enemy, &rv, 0); 1034 get_rangevector (op, op->enemy, &rv, 0);
1247 1035
1248 dir = absdir (4 + rv.direction); 1036 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1037 for (diff = 0; diff < 3; diff++)
1250 { 1038 {
1251 int m = 1 - (RANDOM () & 2); 1039 int m = 1 - (RANDOM () & 2);
1252 1040
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1042 return;
1256 }
1257 } 1043 }
1044
1258 /* Cornered, get rid of scared */ 1045 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1047 op->enemy = NULL;
1261} 1048}
1262 1049
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 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)))); 1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1137 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1138 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)))); 1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1141 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 } 1142 }
1143
1384 /* philosophy: 1144 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1145 * 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 1146 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1147 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1148 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1149 * example.
1390 * The drawback: right now it has no frontend, so you need to 1150 * 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 1151 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1152 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1578 if (!dir)
1819 { 1579 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1581 return 0;
1822 } 1582 }
1583
1823 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1585 bow = op->contr->ranges[range_bow];
1825 else 1586 else
1826 { 1587 {
1827 for (bow = op->inv; bow; bow = bow->below) 1588 for (bow = op->inv; bow; bow = bow->below)
1835 { 1596 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1598 return 0;
1838 } 1599 }
1839 } 1600 }
1601
1840 if (!bow->race || !bow->skill) 1602 if (!bow->race || !bow->skill)
1841 { 1603 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1605 return 0;
1844 } 1606 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1609
1848 /* penalize ROF for bestarrow */ 1610 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1851 if (bowspeed < 1) 1614 if (bowspeed < 1)
1852 bowspeed = 1; 1615 bowspeed = 1;
1853 1616
1854 if (arrow == NULL) 1617 if (arrow == NULL)
1855 { 1618 {
1861 else 1624 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1625 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1626 return 0;
1864 } 1627 }
1865 } 1628 }
1629
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1631 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1632 return 0;
1870 } 1633
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1634 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1635 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1636 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1637 return 0;
1875 } 1638 }
1881 return 0; 1644 return 0;
1882 } 1645 }
1883 1646
1884 left = arrow; /* these are arrows left to the player */ 1647 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1648 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1649 if (!arrow)
1887 { 1650 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1652 return 0;
1890 } 1653 }
1654
1891 arrow->set_owner (op); 1655 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1656 arrow->skill = bow->skill;
1893 1657
1894 arrow->direction = dir; 1658 arrow->direction = dir;
1895 arrow->x = sx; 1659 arrow->x = sx;
1896 arrow->y = sy; 1660 arrow->y = sy;
1897 1661
1898 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1899 { 1663 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1665 op->update_stats ();
1902 } 1666 }
1903 1667
1904 SET_ANIMATION (arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1671 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1672 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1673 arrow->spellarg = strdup (arrow->slaying);
1910 1674
1911 /* Note that this was different for monsters - they got their level 1675 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1676 * added to the damage. I think the strength bonus is more proper.
1913 */ 1677 */
1914 1678
1938 } 1702 }
1939 1703
1940 if (arrow->attacktype == AT_PHYSICAL) 1704 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1705 arrow->attacktype |= bow->attacktype;
1942 1706
1943 if (bow->slaying != NULL) 1707 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1708 arrow->slaying = bow->slaying;
1945 1709
1946 arrow->map = m; 1710 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1711 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1828 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1829 item->face = item->arch->clone.face;
2066 item->speed = 0; 1830 item->speed = 0;
2067 update_ob_speed (item); 1831 update_ob_speed (item);
2068 } 1832 }
2069 if ((tmp = is_player_inv (item))) 1833 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1834 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1835 }
2072 } 1836 }
2073 else if (item->type == ROD || item->type == HORN) 1837 else if (item->type == ROD || item->type == HORN)
2074 { 1838 {
2224 * 0 otherwise 1988 * 0 otherwise
2225 */ 1989 */
2226static int 1990static int
2227player_attack_door (object *op, object *door) 1991player_attack_door (object *op, object *door)
2228{ 1992{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1993 /* 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 - 1994 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1995 * otherwise, we fall through to the rest of the code.
2233 */ 1996 */
2234 object *key = find_key (op, op, door); 1997 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2035 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2036 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2037 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2038 * going to try and move (not fire weapons).
2276 */ 2039 */
2277
2278void 2040void
2279move_player_attack (object *op, int dir) 2041move_player_attack (object *op, int dir)
2280{ 2042{
2281 object *tmp, *mon; 2043 object *tmp, *mon;
2282 sint16 nx, ny; 2044 sint16 nx, ny;
2284 maptile *m; 2046 maptile *m;
2285 2047
2286 nx = freearr_x[dir] + op->x; 2048 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2049 ny = freearr_y[dir] + op->y;
2288 2050
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2051 on_battleground = op_on_battleground (op, 0, 0);
2290 2052
2291 /* If braced, or can't move to the square, and it is not out of the 2053 /* 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 2054 * 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 2055 * 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 2056 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2068 return; /* Don't think this should happen */
2307 } 2069 }
2308 else 2070 else
2309 m = op->map; 2071 m = op->map;
2310 2072
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2074 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2076 return;
2315 } 2077 }
2316 2078
2317 mon = NULL; 2079 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2080 /* 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. 2081 * 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 2082 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2083 * on the space
2322 */ 2084 */
2323 while (tmp != NULL) 2085 while (tmp)
2324 { 2086 {
2325 if (tmp == op) 2087 if (tmp == op)
2326 { 2088 {
2327 tmp = tmp->above; 2089 tmp = tmp->above;
2328 continue; 2090 continue;
2338 mon = tmp; 2100 mon = tmp;
2339 2101
2340 tmp = tmp->above; 2102 tmp = tmp->above;
2341 } 2103 }
2342 2104
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2105 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2106 return; /* into a wall */
2345 2107
2346 if (mon->head != NULL) 2108 if (mon->head)
2347 mon = mon->head; 2109 mon = mon->head;
2348 2110
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2112 if (player_attack_door (op, mon))
2351 return; 2113 return;
2388 * attack them either. 2150 * attack them either.
2389 */ 2151 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2152 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2154#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2155 (op->contr->peaceful
2394 || (mon->type == PLAYER 2156 || (mon->type == PLAYER
2395 && mon->contr-> 2157 && mon->contr->
2396 peaceful)) && 2158 peaceful)) &&
2397#else 2159#else
2398 op->contr->peaceful && 2160 op->contr->peaceful &&
2399#endif 2161#endif
2400 !on_battleground)) 2162 !on_battleground))
2401 { 2163 {
2402 if (!op->contr->braced) 2164 if (!op->contr->braced)
2403 { 2165 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2167 (void) push_ob (mon, dir, op);
2406 } 2168 }
2407 else 2169 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2170 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2171
2411 if (op->contr->tmp_invis || op->hide) 2172 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2173 make_visible (op);
2413 } 2174 }
2414 2175
2415 /* If the object is a boulder or other rollable object, then 2176 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2204 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2205
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2207 }
2447 2208
2448 skill_attack (mon, op, 0, NULL, NULL); 2209 skill_attack (mon, op, 0, 0, 0);
2449 2210
2450 /* If attacking another player, that player gets automatic 2211 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2212 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2213 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2214 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2217 {
2457 short luck = mon->stats.luck; 2218 short luck = mon->stats.luck;
2458 2219
2459 mon->contr->has_hit = 1; 2220 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2221 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2222 mon->stats.luck = luck;
2462 } 2223 }
2224
2463 if (action_makes_visible (op)) 2225 if (action_makes_visible (op))
2464 make_visible (op); 2226 make_visible (op);
2465 } 2227 }
2466 } /* if player should attack something */ 2228 } /* if player should attack something */
2467} 2229}
2502 2264
2503 /* Add special check for newcs players and fire on - this way, the 2265 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2266 * server can handle repeat firing.
2505 */ 2267 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2268 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2269 op->direction = dir;
2509 }
2510 else 2270 else
2511 {
2512 op->direction = 0; 2271 op->direction = 0;
2513 } 2272
2514 /* Update how the player looks. Use the facing, so direction may 2273 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2274 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2275 * for players.
2517 */ 2276 */
2518 animate_object (op, op->facing); 2277 animate_object (op, op->facing);
2570 2329
2571 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2332 * called, so we recheck it here.
2574 */ 2333 */
2575 HandleClient (&op->contr->socket, op->contr); 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2576 if (op->speed_left < 0) 2338 if (op->speed_left < 0)
2577 return 0; 2339 return 0;
2578 2340
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2342 {
2589 if (op->speed_left > 0) 2351 if (op->speed_left > 0)
2590 return 1; 2352 return 1;
2591 else 2353 else
2592 return 0; 2354 return 0;
2593 } 2355 }
2356
2594 return 0; 2357 return 0;
2595} 2358}
2596 2359
2597int 2360int
2598save_life (object *op) 2361save_life (object *op)
2599{ 2362{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2363 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2364 return 0;
2604 2365
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2366 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2368 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2369 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)); 2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2371
2618 op->stats.hp = op->stats.maxhp; 2379 op->stats.hp = op->stats.maxhp;
2619 2380
2620 if (op->stats.food < 0) 2381 if (op->stats.food < 0)
2621 op->stats.food = 999; 2382 op->stats.food = 999;
2622 2383
2623 fix_player (op); 2384 op->update_stats ();
2624 return 1; 2385 return 1;
2625 } 2386 }
2387
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2390 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2391 return 0;
2630} 2392}
2653 esrv_del_item (env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2416 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2417 }
2656 else if (op->inv) 2418 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2419 remove_unpaid_objects (op->inv, env);
2420
2658 op = next; 2421 op = next;
2659 } 2422 }
2660} 2423}
2661
2662 2424
2663/* 2425/*
2664 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2439 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2440 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2442 else
2681 sprintf (buf, "%s\n", &op->name); 2443 sprintf (buf, "%s\n", &op->name);
2444
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2446 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2447 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2449 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2453 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2691 { 2455 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2458 strcat (buf2, buf);
2695 } 2459 }
2460
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2463 strcat (buf2, buf);
2464
2699 return buf2; 2465 return buf2;
2700} 2466}
2701
2702
2703 2467
2704void 2468void
2705do_some_living (object *op) 2469do_some_living (object *op)
2706{ 2470{
2707 int last_food = op->stats.food; 2471 int last_food = op->stats.food;
2716 const int max_grace = 1; 2480 const int max_grace = 1;
2717 2481
2718 if (op->contr->outputs_sync) 2482 if (op->contr->outputs_sync)
2719 { 2483 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2484 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) 2485 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]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2487 }
2724 2488
2725 if (op->contr->state == ST_PLAYING) 2489 if (op->contr->ns->state == ST_PLAYING)
2726 { 2490 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2493 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2495 else
2733 { 2496 {
2734 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2499 }
2500
2737 if (op->contr->gen_sp >= 0) 2501 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2503 else
2740 { 2504 {
2741 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2507 }
2508
2744 if (op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2511 else
2747 { 2512 {
2748 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2531 op->stats.food = last_food;
2767 } 2532 }
2768 } 2533 }
2534
2769 if (max_sp > 1) 2535 if (max_sp > 1)
2770 { 2536 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2537 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2538 if (over_sp > 0)
2773 { 2539 {
2774 if (op->stats.sp < op->stats.maxsp) 2540 if (op->stats.sp < op->stats.maxsp)
2775 { 2541 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2545 op->stats.sp--;
2546
2779 if (op->stats.sp > op->stats.maxsp) 2547 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2548 op->stats.sp = op->stats.maxsp;
2781 } 2549 }
2782 op->last_sp = 0; 2550 op->last_sp = 0;
2783 } 2551 }
2784 else 2552 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2554 }
2789 else 2555 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2557 }
2794 2558
2795 /* Regenerate Grace */ 2559 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2561 if (--op->last_grace < 0)
2798 { 2562 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2563 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2801 if (max_grace > 1) 2566 if (max_grace > 1)
2802 { 2567 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2569 if (over_grace > 0)
2805 { 2570 {
2833 op->stats.food += op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2600 op->stats.food = last_food;
2836 } 2601 }
2837 } 2602 }
2603
2838 if (max_hp > 1) 2604 if (max_hp > 1)
2839 { 2605 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2607 if (over_hp > 0)
2842 { 2608 {
2866 2632
2867 if (op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2635 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2871 /* dms do not consume food */ 2638 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2640 op->stats.food--;
2874 } 2641 }
2875 }
2876 2642
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2644 {
2879 object *tmp, *flesh = NULL; 2645 object *tmp, *flesh = 0;
2880 2646
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2648 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2650 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2654 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2656 break;
2891 } 2657 }
2892 else if (tmp->type == FLESH) 2658 else if (tmp->type == FLESH)
2893 flesh = tmp; 2659 flesh = tmp;
2894 } /* End if paid for object */ 2660 } /* End if paid for object */
2895 } /* end of for loop */ 2661 } /* end of for loop */
2662
2896 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2664 * eat flesh instead.
2898 */ 2665 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2667 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2669 manual_apply (op, flesh, 0);
2903 } 2670 }
2904 } /* end if player is starving */ 2671 }
2905 2672
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2908 2675
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2677 kill_player (op);
2678 }
2911} 2679}
2912
2913
2914 2680
2915/* If the player should die (lack of hp, food, etc), we call this. 2681/* 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 2682 * 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 2683 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2684 * file.
3025 x = op->x; 2791 x = op->x;
3026 y = op->y; 2792 y = op->y;
3027 map = op->map; 2793 map = op->map;
3028 2794
3029 2795
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2797 * 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. 2798 * See the config.h file for a little more in depth detail about this.
3035 */ 2799 */
3036 2800
3037 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2803 * of death.
3040 */ 2804 */
3041#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2806 if (settings.balanced_stat_loss)
3043 { 2807 {
3044 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2810 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2813 little bit harder. */
3050 /* GD */ 2814 /* GD */
3051 if (settings.stat_loss_on_death) 2815 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2816 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2817 else
3057 { 2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 }
2820 else
2821 {
3058 num_stats_lose = 1; 2822 num_stats_lose = 1;
3059 } 2823 }
3060 lost_a_stat = 0; 2824 lost_a_stat = 0;
3061 2825
3062 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3063 { 2827 {
3064 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3065 2829
3066 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3067 { 2831 {
3068 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2833 * what he lost.
3070 */ 2834 */
3071 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3077 } 2853 }
3078 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3079 { 2856 {
3080 /* deplete a stat */ 2857 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3082 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3083 2860 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2861 {
3087 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3089 } 2864
3090 lose_this_stat = 1; 2865 /* 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) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2871 {
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; 2872 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2874 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 } 2875 }
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 */ 2876 else
3132 if (this_stat >= -50)
3133 { 2877 {
3134 change_attr_value (&(dep->stats), i, -1); 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2883 }
3140 } 2884 }
3141 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3142 } 2904 }
2905 }
2906 }
3143 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2908 if (!lost_a_stat)
3145 { 2909 {
3146 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3149 2913
3150 if (god && (strcmp (god, "none"))) 2914 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); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2916 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2918 }
3155#else 2919#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2921#endif
3158 2922
3159 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2924 * exp loss on the stone.
3161 */ 2925 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2928 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2930 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); 2931 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; 2932 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2935
3172 /**************************************/ 2936 /**************************************/
3173 /* */ 2937 /* */
3174 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3177 /* */ 2941 /* */
3178 /**************************************/ 2942 /**************************************/
3179 2943
3180 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2945 /* restore player */
3182 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3184 2948
3185 if (tmp) 2949 if (tmp)
3186 { 2950 {
3187 tmp->destroy (); 2951 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2953 }
3190 2954
3191 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2957 if (tmp)
3194 { 2958 {
3195 tmp->destroy (); 2959 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2961 }
3198 2962
3199 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3200 2964
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3204 op->stats.food = 900; 2968 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2972
3209 /* 2973 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2976 * in the map.
3213 */ 2977 */
3214 2978
3215 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3217 2981
3218 /****************************************/ 2982 /****************************************/
3219 /* */ 2983 /* */
3220 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3222 /* */ 2986 /* */
3223 /****************************************/ 2987 /****************************************/
3224 2988
3225 enter_player_savebed (op); 2989 enter_player_savebed (op);
3226 2990
3227 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 2992 * chance of abuse.
3229 */ 2993 */
3230 op->contr->braced = 0; 2994 op->contr->braced = 0;
3231 save_player (op, 1); 2995 op->contr->save ();
3232 2996
3233 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3000 * on the space that might harm the player.
3237 */ 3001 */
3238 will_kill_again = 0; 3002 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3242 3006
3243 if (will_kill_again) 3007 if (will_kill_again)
3244 { 3008 {
3245 object *force; 3009 object *force;
3246 int at; 3010 int at;
3247 3011
3248 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3014 force->speed = 0.1;
3251 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3019 force->resist[at] = 100;
3256 3020
3257 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3258 fix_player (op); 3022 op->update_stats ();
3259 3023
3260 } 3024 }
3261 3025
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 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} 3027}
3331
3332 3028
3333void 3029void
3334loot_object (object *op) 3030loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3337 3033
3338 if (op->container) 3034 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3036
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3344 { 3038 {
3345 next = tmp->below; 3039 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3347 continue; 3042 continue;
3043
3348 tmp->remove (); 3044 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3047 { /* empty container to ground */
3352 loot_object (tmp); 3048 loot_object (tmp);
3374 */ 3070 */
3375 3071
3376void 3072void
3377fix_weight (void) 3073fix_weight (void)
3378{ 3074{
3379 player *pl;
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next) 3075 for (player *pl = first_player; pl; pl = pl->next)
3382 { 3076 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3078
3385 if (old == sum) 3079 if (old == sum)
3386 continue; 3080 continue;
3387 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3083 }
3390} 3084}
3391 3085
3392void 3086void
3393fix_luck (void) 3087fix_luck (void)
3394{ 3088{
3395 player *pl;
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3398 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3400} 3092}
3401
3402 3093
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3406 */ 3097 */
3407
3408void 3098void
3409cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3410{ 3100{
3411 object *skop, *spob; 3101 object *skop, *spob;
3412 3102
3457 object *tmp = NULL; 3147 object *tmp = NULL;
3458 3148
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3150 return 1;
3461 3151
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; 3152 return 0;
3468} 3153}
3469 3154
3470/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3587 continue; 3272 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3274 continue;
3590 3275
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3277 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3279 return 1;
3595 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3596 { 3281 {
3650 3335
3651 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3338 * for any meaningful values.
3654 */ 3339 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3343 return 1;
3659 op = op->more; 3344 op = op->more;
3660 } 3345 }
3661 return 0; 3346 return 0;
3662} 3347}
3848 { 3533 {
3849 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3535 object *skin;
3851 3536
3852 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 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); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3854 if (skin == NULL) 3542 if (!skin)
3855 return; 3543 return;
3856 3544
3857 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3547 {

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