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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 1.61 by root, Sat Dec 23 13:56:25 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 for_all_players (pl)
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 41 return pl;
49 }; 42
50 return NULL; 43 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} 44}
78 45
79void 46void
80display_motd (const object *op) 47display_motd (const object *op)
81{ 48{
85 int comp; 52 int comp;
86 int size; 53 int size;
87 54
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 57 return;
92 } 58
93 motd[0] = '\0'; 59 motd[0] = '\0';
94 size = 0; 60 size = 0;
61
95 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
96 { 63 {
97 if (*buf == '#') 64 if (*buf == '#')
98 continue; 65 continue;
66
99 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 68 size += strlen (buf);
101 } 69 }
70
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
104} 73}
105 74
106void 75void
112 int comp; 81 int comp;
113 int size; 82 int size;
114 83
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 86 return;
119 } 87
120 rules[0] = '\0'; 88 rules[0] = '\0';
121 size = 0; 89 size = 0;
90
122 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
123 { 92 {
124 if (*buf == '#') 93 if (*buf == '#')
125 continue; 94 continue;
95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
127 { 97 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 99 break;
130 } 100 }
101
131 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 103 size += strlen (buf);
133 } 104 }
105
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
136} 108}
137 109
138void 110void
146 int size; 118 int size;
147 119
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 122 return;
123
151 news[0] = '\0'; 124 news[0] = '\0';
152 subject[0] = '\0'; 125 subject[0] = '\0';
153 size = 0; 126 size = 0;
127
154 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 129 {
156 if (*buf == '#') 130 if (*buf == '#')
157 continue; 131 continue;
132
158 if (*buf == '%') 133 if (*buf == '%')
159 { /* send one news */ 134 { /* send one news */
160 if (size > 0) 135 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 */ 136 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); 137 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 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); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
182} 157}
183 158
184int 159/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 160static void
161set_first_map (object *op)
186{ 162{
187 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
188 if (*cp == '-' || *cp == '_') 164 op->x = -1;
189 return 0; 165 op->y = -1;
190 166 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} 167}
196 168
197/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
198 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
199 * Caller is responsible for setting the correct map. 171void
200 */ 172player::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{ 173{
211 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
212 int i; 175 ns->pl = this;
213 176
214 if (!p) 177 next = first_player;
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p; 178 first_player = this;
232 179
233 p->next = NULL; 180 ns->update_look = 0;
234 } 181 ns->look_position = 0;
235 182
236 /* Clears basically the entire player structure except 183 clear_los (ob);
237 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 206 */
239 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
240 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
241 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 274 * we deal with that below this point.
243 */ 275 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 279
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
255 281
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
270 p->last_speed = -1; 283 last_speed = -1;
271 p->shoottype = range_none; 284 shoottype = range_none;
272 p->bowtype = bow_normal; 285 bowtype = bow_normal;
273 p->petmode = pet_normal; 286 petmode = pet_normal;
274 p->listening = 10; 287 listening = 10;
275 p->usekeys = containers; 288 usekeys = containers;
276 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 291 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 292
287 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
290 * at zero. 296 * at zero.
291 */ 297 */
292 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 300
296 }
297 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 302 last_resist[i] = -1;
300 } 303
301 p->last_stats.exp = -1; 304 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 306}
308 307
309/* This loads the first map an puts the player on it. */ 308player::~player ()
310static void
311set_first_map (object *op)
312{ 309{
313 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
319/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
321 * mode. 350 * mode.
322 */ 351 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
328 356
329 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 358
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob);
344
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 359 return pl;
353} 360}
354 361
355/* 362/*
356 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
366 { 373 {
367 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
368 at = first_archetype; 375 at = first_archetype;
369 else 376 else
370 at = at->next; 377 at = at->next;
378
371 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
372 return at; 380 return at;
381
373 if (at == start) 382 if (at == start)
374 { 383 {
375 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 385 exit (-1);
377 } 386 }
378 } 387 }
379} 388}
380 389
381
382object * 390object *
383get_nearest_player (object *mon) 391get_nearest_player (object *mon)
384{ 392{
385 object *op = NULL; 393 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 394 objectlink *ol;
388 unsigned lastdist; 395 unsigned lastdist;
389 rv_vector rv; 396 rv_vector rv;
390 397
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 430 {
424 op = ol->ob; 431 op = ol->ob;
425 lastdist = rv.distance; 432 lastdist = rv.distance;
426 } 433 }
427 } 434 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 435
429 { 436 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 437 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 438 if (lastdist > rv.distance)
434 { 439 {
435 op = pl->ob; 440 op = pl->ob;
436 lastdist = rv.distance; 441 lastdist = rv.distance;
437 } 442 }
438 } 443
439 }
440#if 0 444#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 446#endif
443 return op; 447 return op;
444} 448}
462 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 468 * is probably not a good thing.
465 */ 469 */
466#define MAX_SPACES 50 470#define MAX_SPACES 50
467
468 471
469/* 472/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
712 link_player_skills (pl); 715 link_player_skills (pl);
713} 716}
714 717
715void 718void
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) 719get_party_password (object *op, partylist *party)
800{ 720{
801 if (party == NULL) 721 if (party == NULL)
802 { 722 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 724 return;
805 } 725 }
726
806 op->contr->write_buf[0] = '\0'; 727 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 731}
811
812 732
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 734static int
815roll_stat (void) 735roll_stat (void)
816{ 736{
817 int a[4], i, j, k; 737 int a[4], i, j, k;
818 738
819 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 743 if (a[i] < k)
824 k = a[i], j = i; 744 k = a[i], j = i;
825 745
826 for (i = 0, k = 0; i < 4; i++) 746 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 747 if (i != j)
829 k += a[i]; 748 k += a[i];
830 } 749
831 return k; 750 return k;
832} 751}
833 752
834void 753void
835roll_stats (object *op) 754object::roll_stats ()
836{ 755{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 756 int statsort [7];
840 757
841 do 758 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 } 759 {
852 while (sum < 82 || sum > 116); 760 int sum = 0;
761 for (int i = 7; i--; )
762 sum += statsort [i] = roll_stat ();
853 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
854 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 769 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;
862 770
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]; 771 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
887 778
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; 779 stats.exp = 0;
899 op->stats.ac = 0; 780 stats.ac = 0;
900 781
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; 782 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 783 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
788 contr->levhp[1] = 9;
789 contr->levsp[1] = 6;
790 contr->levgrace[1] = 3;
791
909 op->contr->orig_stats = op->stats; 792 contr->orig_stats = stats;
793 }
910} 794}
911 795
912void 796void
913Roll_Again (object *op) 797object::swap_stats (int a, int b)
914{ 798{
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); 799 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)); 800 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); 801 set_attr_value (&contr->orig_stats, b, tmp);
939 802
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; 803 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 804 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 805 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 806 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 807 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 808 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 809 stats.Cha = contr->orig_stats.Cha;
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 813 stats.ac = 0;
950 814
951 op->level = 1; 815 level = 1;
952 op->stats.exp = 0; 816 stats.exp = 0;
953 op->stats.ac = 0; 817 stats.ac = 0;
954 818
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; 819 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
963 op->contr->orig_stats = op->stats; 829 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 { 830 }
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} 831}
1041 832
1042/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
1046 * not the class. 837 * not the class.
1047 */ 838 */
1048
1049int 839int
1050key_change_class (object *op, char key) 840key_change_class (object *op, char key)
1051{ 841{
1052 int tmp_loop; 842 int tmp_loop;
1053 843
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 844 if (key == 'd' || key == 'D')
1061 { 845 {
1062 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
1063 847
1064 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 853 create_treasure (tl, op, 0, 0, 0);
1070 854
1071 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, op->contr);
1073 857
1074 op->contr->state = ST_PLAYING; 858 op->contr->ns->state = ST_PLAYING;
1075 859
1076 if (op->msg) 860 if (op->msg)
1077 op->msg = NULL; 861 op->msg = NULL;
1078 862
1079 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
1088 start_info (op); 872 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 874 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 875 link_player_skills (op);
1092 esrv_send_inventory (op, op); 876 esrv_send_inventory (op, op);
1093 fix_player (op); 877 op->update_stats ();
1094 878
1095 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1096 * is one for this race 880 * is one for this race
1097 */ 881 */
1098 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1110 * default initial map */ 894 * default initial map */
1111 tmp->destroy (); 895 tmp->destroy ();
1112 } 896 }
1113 else 897 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 899
1117 return 0; 900 return 0;
1118 } 901 }
1119 902
1120 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
1125 while (!tmp_loop) 908 while (!tmp_loop)
1126 { 909 {
1127 shstr name = op->name; 910 shstr name = op->name;
1128 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
1129 912
1130 remove_statbonus (op); 913 op->remove_statbonus ();
1131 op->remove (); 914 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 915 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 916 op->arch->clone.copy_to (op);
1134 op->instantiate (); 917 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1137 op->x = x; 920 op->x = x;
1138 op->y = y; 921 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 923 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 924 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 925 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 926 tmp_loop = allowed_class (op);
1144 } 927 }
1145 928
1146 update_object (op, UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 930 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 931 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 934 op->stats.grace = 0;
1152 935
1153 if (op->msg) 936 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 937 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 938
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 939 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; 940 return 0;
1158} 941}
1159 942
1160int 943int
1161key_confirm_quit (object *op, char key) 944key_confirm_quit (object *op, char key)
1162{ 945{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 947 {
1167 op->contr->state = ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 950 return 1;
1170 } 951 }
1171 952
1172 INVOKE_PLAYER (LOGOUT, op->contr); 953 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 958 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 960
1180 strcpy (op->contr->killer, "quit"); 961 strcpy (op->contr->killer, "quit");
1181 check_score (op); 962 check_score (op);
1182 op->contr->party = NULL; 963 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 964 op->contr->own_title[0] = '\0';
1185 965
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 966 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 967
968 delete ob->contr;
969
1190 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 973 */
974 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 976
1196 { 977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1197 next = mp->next; 979 next = mp->next;
980
1198 if (!strncmp (mp->path, buf, strlen (buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 982 delete_map (mp);
1200 } 983 }
1201 984
1202 delete_character (op->name, 1); 985 delete_character (ob->name, 1);
1203 }
1204 986
1205 play_again (op);
1206 return 1; 987 return 1;
1207} 988}
1208 989
1209void 990void
1210flee_player (object *op) 991flee_player (object *op)
1241 { 1022 {
1242 op->enemy = NULL; 1023 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1025 return;
1245 } 1026 }
1027
1246 get_rangevector (op, op->enemy, &rv, 0); 1028 get_rangevector (op, op->enemy, &rv, 0);
1247 1029
1248 dir = absdir (4 + rv.direction); 1030 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1031 for (diff = 0; diff < 3; diff++)
1250 { 1032 {
1251 int m = 1 - (RANDOM () & 2); 1033 int m = 1 - (RANDOM () & 2);
1252 1034
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1035 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1036 return;
1256 }
1257 } 1037 }
1038
1258 /* Cornered, get rid of scared */ 1039 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1041 op->enemy = NULL;
1261} 1042}
1262 1043
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1129 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)))); 1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1131 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 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)))); 1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1135 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 } 1136 }
1137
1384 /* philosophy: 1138 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1139 * 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 1140 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1141 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1142 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1143 * example.
1390 * The drawback: right now it has no frontend, so you need to 1144 * 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 1145 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1146 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1572 if (!dir)
1819 { 1573 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1575 return 0;
1822 } 1576 }
1577
1823 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1579 bow = op->contr->ranges[range_bow];
1825 else 1580 else
1826 { 1581 {
1827 for (bow = op->inv; bow; bow = bow->below) 1582 for (bow = op->inv; bow; bow = bow->below)
1835 { 1590 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1592 return 0;
1838 } 1593 }
1839 } 1594 }
1595
1840 if (!bow->race || !bow->skill) 1596 if (!bow->race || !bow->skill)
1841 { 1597 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1599 return 0;
1844 } 1600 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1603
1848 /* penalize ROF for bestarrow */ 1604 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1851 if (bowspeed < 1) 1608 if (bowspeed < 1)
1852 bowspeed = 1; 1609 bowspeed = 1;
1853 1610
1854 if (arrow == NULL) 1611 if (arrow == NULL)
1855 { 1612 {
1861 else 1618 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1619 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1620 return 0;
1864 } 1621 }
1865 } 1622 }
1623
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1625 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1626 return 0;
1870 } 1627
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1628 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1629 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1630 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1631 return 0;
1875 } 1632 }
1881 return 0; 1638 return 0;
1882 } 1639 }
1883 1640
1884 left = arrow; /* these are arrows left to the player */ 1641 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1642 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1643 if (!arrow)
1887 { 1644 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1646 return 0;
1890 } 1647 }
1648
1891 arrow->set_owner (op); 1649 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1650 arrow->skill = bow->skill;
1893 1651
1894 arrow->direction = dir; 1652 arrow->direction = dir;
1895 arrow->x = sx; 1653 arrow->x = sx;
1896 arrow->y = sy; 1654 arrow->y = sy;
1897 1655
1898 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1899 { 1657 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1659 op->update_stats ();
1902 } 1660 }
1903 1661
1904 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1910 1668
1911 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1913 */ 1671 */
1914 1672
1938 } 1696 }
1939 1697
1940 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1942 1700
1943 if (bow->slaying != NULL) 1701 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1945 1703
1946 arrow->map = m; 1704 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1705 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2066 item->speed = 0; 1824 item->speed = 0;
2067 update_ob_speed (item); 1825 update_ob_speed (item);
2068 } 1826 }
2069 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1829 }
2072 } 1830 }
2073 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2074 { 1832 {
2224 * 0 otherwise 1982 * 0 otherwise
2225 */ 1983 */
2226static int 1984static int
2227player_attack_door (object *op, object *door) 1985player_attack_door (object *op, object *door)
2228{ 1986{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1987 /* 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 - 1988 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1989 * otherwise, we fall through to the rest of the code.
2233 */ 1990 */
2234 object *key = find_key (op, op, door); 1991 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2276 */ 2033 */
2277
2278void 2034void
2279move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2280{ 2036{
2281 object *tmp, *mon; 2037 object *tmp, *mon;
2282 sint16 nx, ny; 2038 sint16 nx, ny;
2284 maptile *m; 2040 maptile *m;
2285 2041
2286 nx = freearr_x[dir] + op->x; 2042 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2043 ny = freearr_y[dir] + op->y;
2288 2044
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2290 2046
2291 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2307 } 2063 }
2308 else 2064 else
2309 m = op->map; 2065 m = op->map;
2310 2066
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2068 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2070 return;
2315 } 2071 }
2316 2072
2317 mon = NULL; 2073 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2074 /* 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. 2075 * 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 2076 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2077 * on the space
2322 */ 2078 */
2323 while (tmp != NULL) 2079 while (tmp)
2324 { 2080 {
2325 if (tmp == op) 2081 if (tmp == op)
2326 { 2082 {
2327 tmp = tmp->above; 2083 tmp = tmp->above;
2328 continue; 2084 continue;
2338 mon = tmp; 2094 mon = tmp;
2339 2095
2340 tmp = tmp->above; 2096 tmp = tmp->above;
2341 } 2097 }
2342 2098
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2099 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2100 return; /* into a wall */
2345 2101
2346 if (mon->head != NULL) 2102 if (mon->head)
2347 mon = mon->head; 2103 mon = mon->head;
2348 2104
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2106 if (player_attack_door (op, mon))
2351 return; 2107 return;
2388 * attack them either. 2144 * attack them either.
2389 */ 2145 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2146 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2148#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2149 (op->contr->peaceful
2394 || (mon->type == PLAYER 2150 || (mon->type == PLAYER
2395 && mon->contr-> 2151 && mon->contr->
2396 peaceful)) && 2152 peaceful)) &&
2397#else 2153#else
2398 op->contr->peaceful && 2154 op->contr->peaceful &&
2399#endif 2155#endif
2400 !on_battleground)) 2156 !on_battleground))
2401 { 2157 {
2402 if (!op->contr->braced) 2158 if (!op->contr->braced)
2403 { 2159 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2161 (void) push_ob (mon, dir, op);
2406 } 2162 }
2407 else 2163 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2164 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2165
2411 if (op->contr->tmp_invis || op->hide) 2166 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2167 make_visible (op);
2413 } 2168 }
2414 2169
2415 /* If the object is a boulder or other rollable object, then 2170 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2198 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2199
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2201 }
2447 2202
2448 skill_attack (mon, op, 0, NULL, NULL); 2203 skill_attack (mon, op, 0, 0, 0);
2449 2204
2450 /* If attacking another player, that player gets automatic 2205 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2206 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2207 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2208 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2211 {
2457 short luck = mon->stats.luck; 2212 short luck = mon->stats.luck;
2458 2213
2459 mon->contr->has_hit = 1; 2214 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2215 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2216 mon->stats.luck = luck;
2462 } 2217 }
2218
2463 if (action_makes_visible (op)) 2219 if (action_makes_visible (op))
2464 make_visible (op); 2220 make_visible (op);
2465 } 2221 }
2466 } /* if player should attack something */ 2222 } /* if player should attack something */
2467} 2223}
2502 2258
2503 /* Add special check for newcs players and fire on - this way, the 2259 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2260 * server can handle repeat firing.
2505 */ 2261 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2262 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2263 op->direction = dir;
2509 }
2510 else 2264 else
2511 {
2512 op->direction = 0; 2265 op->direction = 0;
2513 } 2266
2514 /* Update how the player looks. Use the facing, so direction may 2267 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2268 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2269 * for players.
2517 */ 2270 */
2518 animate_object (op, op->facing); 2271 animate_object (op, op->facing);
2570 2323
2571 /* call this here - we also will call this in do_ericserver, but 2324 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2325 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2326 * called, so we recheck it here.
2574 */ 2327 */
2575 HandleClient (&op->contr->socket, op->contr); 2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2576 if (op->speed_left < 0) 2332 if (op->speed_left < 0)
2577 return 0; 2333 return 0;
2578 2334
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2335 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2336 {
2589 if (op->speed_left > 0) 2345 if (op->speed_left > 0)
2590 return 1; 2346 return 1;
2591 else 2347 else
2592 return 0; 2348 return 0;
2593 } 2349 }
2350
2594 return 0; 2351 return 0;
2595} 2352}
2596 2353
2597int 2354int
2598save_life (object *op) 2355save_life (object *op)
2599{ 2356{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2357 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2358 return 0;
2604 2359
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2362 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2363 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)); 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2365
2618 op->stats.hp = op->stats.maxhp; 2373 op->stats.hp = op->stats.maxhp;
2619 2374
2620 if (op->stats.food < 0) 2375 if (op->stats.food < 0)
2621 op->stats.food = 999; 2376 op->stats.food = 999;
2622 2377
2623 fix_player (op); 2378 op->update_stats ();
2624 return 1; 2379 return 1;
2625 } 2380 }
2381
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2384 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2385 return 0;
2630} 2386}
2653 esrv_del_item (env->contr, op->count); 2409 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2410 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2411 }
2656 else if (op->inv) 2412 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2413 remove_unpaid_objects (op->inv, env);
2414
2658 op = next; 2415 op = next;
2659 } 2416 }
2660} 2417}
2661
2662 2418
2663/* 2419/*
2664 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2433 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2435 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2436 else
2681 sprintf (buf, "%s\n", &op->name); 2437 sprintf (buf, "%s\n", &op->name);
2438
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2439 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2440 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2442 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2443 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2444 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2447 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2691 { 2449 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2450 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2451 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2452 strcat (buf2, buf);
2695 } 2453 }
2454
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2455 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2457 strcat (buf2, buf);
2458
2699 return buf2; 2459 return buf2;
2700} 2460}
2701
2702
2703 2461
2704void 2462void
2705do_some_living (object *op) 2463do_some_living (object *op)
2706{ 2464{
2707 int last_food = op->stats.food; 2465 int last_food = op->stats.food;
2716 const int max_grace = 1; 2474 const int max_grace = 1;
2717 2475
2718 if (op->contr->outputs_sync) 2476 if (op->contr->outputs_sync)
2719 { 2477 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2478 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) 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2481 }
2724 2482
2725 if (op->contr->state == ST_PLAYING) 2483 if (op->contr->ns->state == ST_PLAYING)
2726 { 2484 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2487 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2489 else
2733 { 2490 {
2734 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2493 }
2494
2737 if (op->contr->gen_sp >= 0) 2495 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2497 else
2740 { 2498 {
2741 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2501 }
2502
2744 if (op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2505 else
2747 { 2506 {
2748 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2525 op->stats.food = last_food;
2767 } 2526 }
2768 } 2527 }
2528
2769 if (max_sp > 1) 2529 if (max_sp > 1)
2770 { 2530 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2531 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2532 if (over_sp > 0)
2773 { 2533 {
2774 if (op->stats.sp < op->stats.maxsp) 2534 if (op->stats.sp < op->stats.maxsp)
2775 { 2535 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2539 op->stats.sp--;
2540
2779 if (op->stats.sp > op->stats.maxsp) 2541 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2542 op->stats.sp = op->stats.maxsp;
2781 } 2543 }
2782 op->last_sp = 0; 2544 op->last_sp = 0;
2783 } 2545 }
2784 else 2546 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2548 }
2789 else 2549 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2551 }
2794 2552
2795 /* Regenerate Grace */ 2553 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2555 if (--op->last_grace < 0)
2798 { 2556 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2557 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2558 op->stats.grace++; /* no penalty in food for regaining grace */
2559
2801 if (max_grace > 1) 2560 if (max_grace > 1)
2802 { 2561 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2563 if (over_grace > 0)
2805 { 2564 {
2833 op->stats.food += op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2593 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2594 op->stats.food = last_food;
2836 } 2595 }
2837 } 2596 }
2597
2838 if (max_hp > 1) 2598 if (max_hp > 1)
2839 { 2599 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2601 if (over_hp > 0)
2842 { 2602 {
2866 2626
2867 if (op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2629 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2871 /* dms do not consume food */ 2632 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2634 op->stats.food--;
2874 } 2635 }
2875 }
2876 2636
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2638 {
2879 object *tmp, *flesh = NULL; 2639 object *tmp, *flesh = 0;
2880 2640
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2642 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2644 {
2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2648 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2650 break;
2891 } 2651 }
2892 else if (tmp->type == FLESH) 2652 else if (tmp->type == FLESH)
2893 flesh = tmp; 2653 flesh = tmp;
2894 } /* End if paid for object */ 2654 } /* End if paid for object */
2895 } /* end of for loop */ 2655 } /* end of for loop */
2656
2896 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2658 * eat flesh instead.
2898 */ 2659 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2661 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2663 manual_apply (op, flesh, 0);
2903 } 2664 }
2904 } /* end if player is starving */ 2665 }
2905 2666
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2908 2669
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2671 kill_player (op);
2672 }
2911} 2673}
2912
2913
2914 2674
2915/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2678 * file.
3025 x = op->x; 2785 x = op->x;
3026 y = op->y; 2786 y = op->y;
3027 map = op->map; 2787 map = op->map;
3028 2788
3029 2789
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
3035 */ 2793 */
3036 2794
3037 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2797 * of death.
3040 */ 2798 */
3041#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2800 if (settings.balanced_stat_loss)
3043 { 2801 {
3044 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2804 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2807 little bit harder. */
3050 /* GD */ 2808 /* GD */
3051 if (settings.stat_loss_on_death) 2809 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2810 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2811 else
3057 { 2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 }
2814 else
2815 {
3058 num_stats_lose = 1; 2816 num_stats_lose = 1;
3059 } 2817 }
3060 lost_a_stat = 0; 2818 lost_a_stat = 0;
3061 2819
3062 for (z = 0; z < num_stats_lose; z++) 2820 for (z = 0; z < num_stats_lose; z++)
3063 { 2821 {
3064 i = RANDOM () % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
3065 2823
3066 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3067 { 2825 {
3068 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2827 * what he lost.
3070 */ 2828 */
3071 change_attr_value (&(op->stats), i, -1); 2829 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2830 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2834 lost_a_stat = 1;
2835 }
2836 else
2837 {
2838 /* deplete a stat */
2839 archetype *deparch = archetype::find ("depletion");
2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2844 {
2845 dep = arch_to_object (deparch);
2846 insert_ob_in_ob (dep, op);
3077 } 2847 }
3078 else 2848 lose_this_stat = 1;
2849 if (settings.balanced_stat_loss)
3079 { 2850 {
3080 /* deplete a stat */ 2851 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2852 /* Get the stat that we're about to deplete. */
3082 object *dep; 2853 this_stat = get_attr_value (&(dep->stats), i);
3083 2854 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2855 {
3087 dep = arch_to_object (deparch); 2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2857 int keep_chance = this_stat * this_stat;
3089 } 2858
3090 lose_this_stat = 1; 2859 /* 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) 2860 if (keep_chance < 1)
2861 keep_chance = 1;
2862
2863 /* There is a maximum depletion total per level. */
2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2865 {
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; 2866 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2867 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2868 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 } 2869 }
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 */ 2870 else
3132 if (this_stat >= -50)
3133 { 2871 {
3134 change_attr_value (&(dep->stats), i, -1); 2872 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; 2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2877 }
3140 } 2878 }
3141 } 2879 }
2880
2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2884 /* We could try to do something clever like find another
2885 * stat to reduce if this fails. But chances are, if
2886 * stats have been depleted to -50, all are pretty low
2887 * and should be roughly the same, so it shouldn't make a
2888 * difference.
2889 */
2890 if (this_stat >= -50)
2891 {
2892 change_attr_value (&(dep->stats), i, -1);
2893 SET_FLAG (dep, FLAG_APPLIED);
2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2895 op->update_stats ();
2896 lost_a_stat = 1;
2897 }
3142 } 2898 }
2899 }
2900 }
3143 /* If no stat lost, tell the player. */ 2901 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2902 if (!lost_a_stat)
3145 { 2903 {
3146 /* determine_god() seems to not work sometimes... why is this? 2904 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2905 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2906 const char *god = determine_god (op);
3149 2907
3150 if (god && (strcmp (god, "none"))) 2908 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); 2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2910 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2912 }
3155#else 2913#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2915#endif
3158 2916
3159 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2918 * exp loss on the stone.
3161 */ 2919 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2922 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2924 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); 2925 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; 2926 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2927 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2929
3172 /**************************************/ 2930 /**************************************/
3173 /* */ 2931 /* */
3174 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
3177 /* */ 2935 /* */
3178 /**************************************/ 2936 /**************************************/
3179 2937
3180 /* remove any poisoning and confusion the character may be suffering. */ 2938 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2939 /* restore player */
3182 at = archetype::find ("poisoning"); 2940 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
3184 2942
3185 if (tmp) 2943 if (tmp)
3186 { 2944 {
3187 tmp->destroy (); 2945 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2947 }
3190 2948
3191 at = archetype::find ("confusion"); 2949 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2950 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2951 if (tmp)
3194 { 2952 {
3195 tmp->destroy (); 2953 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2955 }
3198 2956
3199 cure_disease (op, 0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
3200 2958
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2960 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2961 if (op->stats.food < 100)
3204 op->stats.food = 900; 2962 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2966
3209 /* 2967 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2970 * in the map.
3213 */ 2971 */
3214 2972
3215 if (is_in_shop (op)) 2973 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
3217 2975
3218 /****************************************/ 2976 /****************************************/
3219 /* */ 2977 /* */
3220 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
3222 /* */ 2980 /* */
3223 /****************************************/ 2981 /****************************************/
3224 2982
3225 enter_player_savebed (op); 2983 enter_player_savebed (op);
3226 2984
3227 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 2986 * chance of abuse.
3229 */ 2987 */
3230 op->contr->braced = 0; 2988 op->contr->braced = 0;
3231 save_player (op, 1); 2989 op->contr->save ();
3232 2990
3233 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2994 * on the space that might harm the player.
3237 */ 2995 */
3238 will_kill_again = 0; 2996 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
3242 3000
3243 if (will_kill_again) 3001 if (will_kill_again)
3244 { 3002 {
3245 object *force; 3003 object *force;
3246 int at; 3004 int at;
3247 3005
3248 force = get_archetype (FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3008 force->speed = 0.1;
3251 force->speed_left = -5.0; 3009 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3011 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3013 force->resist[at] = 100;
3256 3014
3257 insert_ob_in_ob (force, op); 3015 insert_ob_in_ob (force, op);
3258 fix_player (op); 3016 op->update_stats ();
3259 3017
3260 } 3018 }
3261 3019
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3020 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} 3021}
3331
3332 3022
3333void 3023void
3334loot_object (object *op) 3024loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3025{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3026 object *tmp, *tmp2, *next;
3337 3027
3338 if (op->container) 3028 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3029 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3030
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3031 for (tmp = op->inv; tmp; tmp = next)
3344 { 3032 {
3345 next = tmp->below; 3033 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3034
3035 if (tmp->invisible)
3347 continue; 3036 continue;
3037
3348 tmp->remove (); 3038 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3039 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3040 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3041 { /* empty container to ground */
3352 loot_object (tmp); 3042 loot_object (tmp);
3374 */ 3064 */
3375 3065
3376void 3066void
3377fix_weight (void) 3067fix_weight (void)
3378{ 3068{
3379 player *pl; 3069 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3070 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3072
3385 if (old == sum) 3073 if (old == sum)
3386 continue; 3074 continue;
3387 fix_player (pl->ob); 3075 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3077 }
3390} 3078}
3391 3079
3392void 3080void
3393fix_luck (void) 3081fix_luck (void)
3394{ 3082{
3395 player *pl; 3083 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3084 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3085 pl->ob->change_luck (0);
3400} 3086}
3401
3402 3087
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3406 */ 3091 */
3407
3408void 3092void
3409cast_dust (object *op, object *throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3410{ 3094{
3411 object *skop, *spob; 3095 object *skop, *spob;
3412 3096
3457 object *tmp = NULL; 3141 object *tmp = NULL;
3458 3142
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3144 return 1;
3461 3145
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; 3146 return 0;
3468} 3147}
3469 3148
3470/* look at the surrounding terrain to determine 3149/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3150 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3265 if (mflags & P_OUT_OF_MAP)
3587 continue; 3266 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3267 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3268 continue;
3590 3269
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3270 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3271 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3272 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3273 return 1;
3595 else if (tmp->type == PLAYER) 3274 else if (tmp->type == PLAYER)
3596 { 3275 {
3650 3329
3651 /* only the viewable area the player sees is updated by LOS 3330 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3331 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3332 * for any meaningful values.
3654 */ 3333 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3335 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3337 return 1;
3659 op = op->more; 3338 op = op->more;
3660 } 3339 }
3661 return 0; 3340 return 0;
3662} 3341}
3848 { 3527 {
3849 /* forces in the treasurelist can alter the player's stats */ 3528 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3529 object *skin;
3851 3530
3852 /* first get the dragon skin force */ 3531 /* first get the dragon skin force */
3532 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); 3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3534 ;
3535
3854 if (skin == NULL) 3536 if (!skin)
3855 return; 3537 return;
3856 3538
3857 /* adding new spellpath attunements */ 3539 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3540 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3541 {

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