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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC

27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36player *
39find_player (const char *plname) 37find_player (const char *plname)
40{ 38{
41 player *pl; 39 player *pl;
42 40
43 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 43 return pl;
47 }; 44
48 return NULL; 45 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75} 46}
76 47
77void 48void
78display_motd (const object *op) 49display_motd (const object *op)
79{ 50{
83 int comp; 54 int comp;
84 int size; 55 int size;
85 56
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 59 return;
90 } 60
91 motd[0] = '\0'; 61 motd[0] = '\0';
92 size = 0; 62 size = 0;
63
93 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
94 { 65 {
95 if (*buf == '#') 66 if (*buf == '#')
96 continue; 67 continue;
68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 70 size += strlen (buf);
99 } 71 }
72
100 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);
101 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
102} 75}
103 76
104void 77void
110 int comp; 83 int comp;
111 int size; 84 int size;
112 85
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 88 return;
117 } 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
92
120 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
121 { 94 {
122 if (*buf == '#') 95 if (*buf == '#')
123 continue; 96 continue;
97
124 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
125 { 99 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 101 break;
128 } 102 }
103
129 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 105 size += strlen (buf);
131 } 106 }
107
132 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);
133 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
134} 110}
135 111
136void 112void
144 int size; 120 int size;
145 121
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 124 return;
125
149 news[0] = '\0'; 126 news[0] = '\0';
150 subject[0] = '\0'; 127 subject[0] = '\0';
151 size = 0; 128 size = 0;
129
152 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 131 {
154 if (*buf == '#') 132 if (*buf == '#')
155 continue; 133 continue;
134
156 if (*buf == '%') 135 if (*buf == '%')
157 { /* send one news */ 136 { /* send one news */
158 if (size > 0) 137 if (size > 0)
159 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 */
160 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
180} 159}
181 160
182int 161/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 162static void
163set_first_map (object *op)
184{ 164{
185 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
186 if (*cp == '-' || *cp == '_') 166 op->x = -1;
187 return 0; 167 op->y = -1;
188 168 enter_exit (op, 0);
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193} 169}
194 170
195/* This no longer sets the player map. Also, it now updates 171void
196 * all the pointers so the caller doesn't need to do that. 172player::connect (client *ns)
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{ 173{
209 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
210 int i; 175 ns->pl = this;
211 176
212 /* Clears basically the entire player structure except 177 next = first_player;
213 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 206 */
215 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
216 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
217 /* There are some elements we want initialized to non zero value - 271 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 272 * we deal with that below this point.
219 */ 273 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 274 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 275 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 276 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 277
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 278 assign (savebed_map, first_map_path); /* Init. respawn position */
231 279
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10; 280 gen_sp_armour = 10;
250 p->last_speed = -1; 281 last_speed = -1;
251 p->shoottype = range_none; 282 shoottype = range_none;
252 p->bowtype = bow_normal; 283 bowtype = bow_normal;
253 p->petmode = pet_normal; 284 petmode = pet_normal;
254 p->listening = 10; 285 listening = 10;
255 p->usekeys = containers; 286 usekeys = containers;
256 p->last_weapon_sp = -1; 287 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 288 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 289 do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266 290
267 /* we need to clear these to -1 and not zero - otherwise, 291 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 292 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 293 * send new values to the client, as things like exp start
270 * at zero. 294 * at zero.
271 */ 295 */
272 for (i = 0; i < NUM_SKILLS; i++) 296 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 297 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 298
278 for (i = 0; i < NROFATTACKS; i++) 299 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 300 last_resist[i] = -1;
280 301
281 p->last_stats.exp = -1; 302 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 303 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 304}
289 305
290/* This loads the first map an puts the player on it. */ 306player::~player ()
291static void
292set_first_map (object *op)
293{ 307{
294 strcpy (op->contr->maplevel, first_map_path); 308 terminate_all_pets (ob);
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
300/* Tries to add player on the connection passwd in ns. 346/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 347 * All we can really get in this is some settings like host and display
302 * mode. 348 * mode.
303 */ 349 */
304 350player *
305int 351player::create ()
306add_player (client_socket *ns)
307{ 352{
308 player *p = new player; 353 player *pl = new player;
309 354
310 p->socket = ns; 355 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 356
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob);
319
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 357 return pl;
328} 358}
329 359
330/* 360/*
331 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
341 { 371 {
342 if (at == NULL || at->next == NULL) 372 if (at == NULL || at->next == NULL)
343 at = first_archetype; 373 at = first_archetype;
344 else 374 else
345 at = at->next; 375 at = at->next;
376
346 if (at->clone.type == PLAYER) 377 if (at->clone.type == PLAYER)
347 return at; 378 return at;
379
348 if (at == start) 380 if (at == start)
349 { 381 {
350 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 383 exit (-1);
352 } 384 }
353 } 385 }
354} 386}
355
356 387
357object * 388object *
358get_nearest_player (object *mon) 389get_nearest_player (object *mon)
359{ 390{
360 object *op = NULL; 391 object *op = NULL;
437 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 470 * is probably not a good thing.
440 */ 471 */
441#define MAX_SPACES 50 472#define MAX_SPACES 50
442
443 473
444/* 474/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
687 link_player_skills (pl); 717 link_player_skills (pl);
688} 718}
689 719
690void 720void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 721get_party_password (object *op, partylist *party)
775{ 722{
776 if (party == NULL) 723 if (party == NULL)
777 { 724 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 726 return;
780 } 727 }
728
781 op->contr->write_buf[0] = '\0'; 729 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 733}
786
787 734
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 736static int
790roll_stat (void) 737roll_stat (void)
791{ 738{
792 int a[4], i, j, k; 739 int a[4], i, j, k;
793 740
794 for (i = 0; i < 4; i++) 741 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 745 if (a[i] < k)
799 k = a[i], j = i; 746 k = a[i], j = i;
800 747
801 for (i = 0, k = 0; i < 4; i++) 748 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 749 if (i != j)
804 k += a[i]; 750 k += a[i];
805 } 751
806 return k; 752 return k;
807} 753}
808 754
809void 755void
810roll_stats (object *op) 756object::roll_stats ()
811{ 757{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 758 int statsort [7];
815 759
816 do 760 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 761 {
827 while (sum < 82 || sum > 116); 762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
828 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
829 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 772
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
862 780
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 781 stats.exp = 0;
874 op->stats.ac = 0; 782 stats.ac = 0;
875 783
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
884 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
885} 796}
886 797
887void 798void
888Roll_Again (object *op) 799object::swap_stats (int a, int b)
889{ 800{
890 esrv_new_player (op->contr, 0);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894
895void
896Swap_Stat (object *op, int Swap_Second)
897{
898 signed char tmp;
899 char buf[MAX_BUF];
900
901 if (op->contr->Swap_First == -1)
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
914 804
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
924 op->stats.ac = 0; 815 stats.ac = 0;
925 816
926 op->level = 1; 817 level = 1;
927 op->stats.exp = 0; 818 stats.exp = 0;
928 op->stats.ac = 0; 819 stats.ac = 0;
929 820
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
936 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
937 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
938 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 { 832 }
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 833}
1016 834
1017/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
1021 * not the class. 839 * not the class.
1022 */ 840 */
1023
1024int 841int
1025key_change_class (object *op, char key) 842key_change_class (object *op, char key)
1026{ 843{
1027 int tmp_loop; 844 int tmp_loop;
1028 845
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 846 if (key == 'd' || key == 'D')
1036 { 847 {
1037 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
1038 849
1039 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, op, 0, 0, 0);
1045 856
1046 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
1048 859
1049 op->contr->state = ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
1050 861
1051 if (op->msg) 862 if (op->msg)
1052 op->msg = NULL; 863 op->msg = NULL;
1053 864
1054 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1063 start_info (op); 874 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 876 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 877 link_player_skills (op);
1067 esrv_send_inventory (op, op); 878 esrv_send_inventory (op, op);
1068 fix_player (op); 879 op->update_stats ();
1069 880
1070 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1071 * is one for this race 882 * is one for this race
1072 */ 883 */
1073 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1084 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1085 * default initial map */ 896 * default initial map */
1086 tmp->destroy (); 897 tmp->destroy ();
1087 } 898 }
1088 else 899 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 901
1092 return 0; 902 return 0;
1093 } 903 }
1094 904
1095 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1100 while (!tmp_loop) 910 while (!tmp_loop)
1101 { 911 {
1102 shstr name = op->name; 912 shstr name = op->name;
1103 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1104 914
1105 remove_statbonus (op); 915 op->remove_statbonus ();
1106 op->remove (); 916 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 917 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 918 op->arch->clone.copy_to (op);
1109 op->instantiate (); 919 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1112 op->x = x; 922 op->x = x;
1113 op->y = y; 923 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 926 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 927 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 928 tmp_loop = allowed_class (op);
1119 } 929 }
1120 930
1121 update_object (op, UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 933 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 936 op->stats.grace = 0;
1127 937
1128 if (op->msg) 938 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 940
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0; 942 return 0;
1133} 943}
1134 944
1135int 945int
1136key_confirm_quit (object *op, char key) 946key_confirm_quit (object *op, char key)
1137{ 947{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 949 {
1142 op->contr->state = ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 952 return 1;
1145 } 953 }
1146 954
1147 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1152 op->direction = 0; 960 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 962
1155 strcpy (op->contr->killer, "quit"); 963 strcpy (op->contr->killer, "quit");
1156 check_score (op); 964 check_score (op);
1157 op->contr->party = NULL; 965 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 966 op->contr->own_title[0] = '\0';
1160 967
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 968 object_ptr ob = op;
1162 {
1163 maptile *mp, *next;
1164 969
970 delete ob->contr;
971
1165 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */ 975 */
976 char buf[MAX_BUF];
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next) 978
1171 { 979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1172 next = mp->next; 981 next = mp->next;
982
1173 if (!strncmp (mp->path, buf, strlen (buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp); 984 delete_map (mp);
1175 } 985 }
1176 986
1177 delete_character (op->name, 1); 987 delete_character (ob->name, 1);
1178 }
1179 988
1180 play_again (op);
1181 return 1; 989 return 1;
1182} 990}
1183 991
1184void 992void
1185flee_player (object *op) 993flee_player (object *op)
1216 { 1024 {
1217 op->enemy = NULL; 1025 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1027 return;
1220 } 1028 }
1029
1221 get_rangevector (op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1222 1031
1223 dir = absdir (4 + rv.direction); 1032 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1033 for (diff = 0; diff < 3; diff++)
1225 { 1034 {
1226 int m = 1 - (RANDOM () & 2); 1035 int m = 1 - (RANDOM () & 2);
1227 1036
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1038 return;
1231 }
1232 } 1039 }
1040
1233 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1043 op->enemy = NULL;
1236} 1044}
1237 1045
1793 if (!dir) 1601 if (!dir)
1794 { 1602 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1604 return 0;
1797 } 1605 }
1606
1798 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1800 else 1609 else
1801 { 1610 {
1802 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1810 { 1619 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1621 return 0;
1813 } 1622 }
1814 } 1623 }
1624
1815 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1816 { 1626 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1628 return 0;
1819 } 1629 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1632
1823 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1826 if (bowspeed < 1) 1637 if (bowspeed < 1)
1827 bowspeed = 1; 1638 bowspeed = 1;
1828 1639
1829 if (arrow == NULL) 1640 if (arrow == NULL)
1830 { 1641 {
1836 else 1647 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1649 return 0;
1839 } 1650 }
1840 } 1651 }
1652
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1655 return 0;
1845 } 1656
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1658 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1660 return 0;
1850 } 1661 }
1856 return 0; 1667 return 0;
1857 } 1668 }
1858 1669
1859 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1672 if (!arrow)
1862 { 1673 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1675 return 0;
1865 } 1676 }
1677
1866 arrow->set_owner (op); 1678 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1868 1680
1869 arrow->direction = dir; 1681 arrow->direction = dir;
1870 arrow->x = sx; 1682 arrow->x = sx;
1871 arrow->y = sy; 1683 arrow->y = sy;
1872 1684
1873 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1874 { 1686 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1688 op->update_stats ();
1877 } 1689 }
1878 1690
1879 SET_ANIMATION (arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1913 } 1725 }
1914 1726
1915 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1917 1729
1918 if (bow->slaying != NULL) 1730 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1731 arrow->slaying = bow->slaying;
1920 1732
1921 arrow->map = m; 1733 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
2041 item->speed = 0; 1853 item->speed = 0;
2042 update_ob_speed (item); 1854 update_ob_speed (item);
2043 } 1855 }
2044 if ((tmp = is_player_inv (item))) 1856 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1858 }
2047 } 1859 }
2048 else if (item->type == ROD || item->type == HORN) 1860 else if (item->type == ROD || item->type == HORN)
2049 { 1861 {
2199 * 0 otherwise 2011 * 0 otherwise
2200 */ 2012 */
2201static int 2013static int
2202player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2203{ 2015{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2208 */ 2019 */
2209 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2251 */ 2062 */
2252
2253void 2063void
2254move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2255{ 2065{
2256 object *tmp, *mon; 2066 object *tmp, *mon;
2257 sint16 nx, ny; 2067 sint16 nx, ny;
2259 maptile *m; 2069 maptile *m;
2260 2070
2261 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2263 2073
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2265 2075
2266 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2282 } 2092 }
2283 else 2093 else
2284 m = op->map; 2094 m = op->map;
2285 2095
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2097 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2099 return;
2290 } 2100 }
2291 2101
2292 mon = NULL; 2102 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2106 * on the space
2297 */ 2107 */
2298 while (tmp != NULL) 2108 while (tmp)
2299 { 2109 {
2300 if (tmp == op) 2110 if (tmp == op)
2301 { 2111 {
2302 tmp = tmp->above; 2112 tmp = tmp->above;
2303 continue; 2113 continue;
2313 mon = tmp; 2123 mon = tmp;
2314 2124
2315 tmp = tmp->above; 2125 tmp = tmp->above;
2316 } 2126 }
2317 2127
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2129 return; /* into a wall */
2320 2130
2321 if (mon->head != NULL) 2131 if (mon->head)
2322 mon = mon->head; 2132 mon = mon->head;
2323 2133
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2326 return; 2136 return;
2363 * attack them either. 2173 * attack them either.
2364 */ 2174 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2178 (op->contr->peaceful
2369 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2370 && mon->contr-> 2180 && mon->contr->
2371 peaceful)) && 2181 peaceful)) &&
2372#else 2182#else
2373 op->contr->peaceful && 2183 op->contr->peaceful &&
2374#endif 2184#endif
2375 !on_battleground)) 2185 !on_battleground))
2376 { 2186 {
2377 if (!op->contr->braced) 2187 if (!op->contr->braced)
2378 { 2188 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2381 } 2191 }
2382 else 2192 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2194
2386 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2196 make_visible (op);
2388 } 2197 }
2389 2198
2390 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2228
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2230 }
2422 2231
2423 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2424 2233
2425 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2237 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2240 {
2432 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2433 2242
2434 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2437 } 2246 }
2247
2438 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2439 make_visible (op); 2249 make_visible (op);
2440 } 2250 }
2441 } /* if player should attack something */ 2251 } /* if player should attack something */
2442} 2252}
2477 2287
2478 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2289 * server can handle repeat firing.
2480 */ 2290 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2292 op->direction = dir;
2484 }
2485 else 2293 else
2486 {
2487 op->direction = 0; 2294 op->direction = 0;
2488 } 2295
2489 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2298 * for players.
2492 */ 2299 */
2493 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2545 2352
2546 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2355 * called, so we recheck it here.
2549 */ 2356 */
2550 HandleClient (op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2551 if (op->speed_left < 0) 2361 if (op->speed_left < 0)
2552 return 0; 2362 return 0;
2553 2363
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2365 {
2592 op->stats.hp = op->stats.maxhp; 2402 op->stats.hp = op->stats.maxhp;
2593 2403
2594 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2595 op->stats.food = 999; 2405 op->stats.food = 999;
2596 2406
2597 fix_player (op); 2407 op->update_stats ();
2598 return 1; 2408 return 1;
2599 } 2409 }
2600 2410
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2513 }
2704 2514
2705 if (op->contr->state == ST_PLAYING) 2515 if (op->contr->ns->state == ST_PLAYING)
2706 { 2516 {
2707 2517
2708 /* these next three if clauses make it possible to SLOW DOWN 2518 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2519 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2520 if (op->contr->gen_hp >= 0)
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2663 op->stats.food--;
2854 } 2664 }
2855 } 2665 }
2856 2666
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2668 {
2859 object *tmp, *flesh = NULL; 2669 object *tmp, *flesh = NULL;
2860 2670
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2862 { 2672 {
2884 } /* end if player is starving */ 2694 } /* end if player is starving */
2885 2695
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2696 while (op->stats.food < 0 && op->stats.hp > 0)
2887 op->stats.food++, op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2888 2698
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2890 kill_player (op); 2700 kill_player (op);
2891} 2701}
2892 2702
2893 2703
2894 2704
3005 x = op->x; 2815 x = op->x;
3006 y = op->y; 2816 y = op->y;
3007 map = op->map; 2817 map = op->map;
3008 2818
3009 2819
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2820 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2821 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2822 * See the config.h file for a little more in depth detail about this.
3015 */ 2823 */
3016 2824
3017 /* Basically two ways to go - remove a stat permanently, or just 2825 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2826 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2827 * of death.
3020 */ 2828 */
3021#ifndef COZY_SERVER 2829#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2830 if (settings.balanced_stat_loss)
3023 { 2831 {
3024 /* If stat loss is permanent, lose one stat only. */ 2832 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2833 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2834 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2835 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2836 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2837 little bit harder. */
3030 /* GD */ 2838 /* GD */
3031 if (settings.stat_loss_on_death) 2839 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2840 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2841 else
3037 { 2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 }
2844 else
2845 {
3038 num_stats_lose = 1; 2846 num_stats_lose = 1;
3039 } 2847 }
3040 lost_a_stat = 0; 2848 lost_a_stat = 0;
3041 2849
3042 for (z = 0; z < num_stats_lose; z++) 2850 for (z = 0; z < num_stats_lose; z++)
3043 { 2851 {
3044 i = RANDOM () % NUM_STATS; 2852 i = RANDOM () % NUM_STATS;
3045 2853
3046 if (settings.stat_loss_on_death) 2854 if (settings.stat_loss_on_death)
3047 { 2855 {
3048 /* Pick a random stat and take a point off it. Tell the player 2856 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2857 * what he lost.
3050 */ 2858 */
3051 change_attr_value (&(op->stats), i, -1); 2859 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2860 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2861 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2862 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2863 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2864 lost_a_stat = 1;
2865 }
2866 else
2867 {
2868 /* deplete a stat */
2869 archetype *deparch = archetype::find ("depletion");
2870 object *dep;
2871
2872 dep = present_arch_in_ob (deparch, op);
2873 if (!dep)
2874 {
2875 dep = arch_to_object (deparch);
2876 insert_ob_in_ob (dep, op);
3057 } 2877 }
3058 else 2878 lose_this_stat = 1;
2879 if (settings.balanced_stat_loss)
3059 { 2880 {
3060 /* deplete a stat */ 2881 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2882 /* Get the stat that we're about to deplete. */
3062 object *dep; 2883 this_stat = get_attr_value (&(dep->stats), i);
3063 2884 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2885 {
3067 dep = arch_to_object (deparch); 2886 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2887 int keep_chance = this_stat * this_stat;
3069 } 2888
3070 lose_this_stat = 1; 2889 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2890 if (keep_chance < 1)
2891 keep_chance = 1;
2892
2893 /* There is a maximum depletion total per level. */
2894 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2895 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2896 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2897 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2898 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2899 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2900 else
3112 if (this_stat >= -50)
3113 { 2901 {
3114 change_attr_value (&(dep->stats), i, -1); 2902 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2903 lose_this_stat = 0;
2904 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2905 this_stat, keep_chance, loss_chance,
2906 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2907 }
3120 } 2908 }
3121 } 2909 }
2910
2911 if (lose_this_stat)
2912 {
2913 this_stat = get_attr_value (&(dep->stats), i);
2914 /* We could try to do something clever like find another
2915 * stat to reduce if this fails. But chances are, if
2916 * stats have been depleted to -50, all are pretty low
2917 * and should be roughly the same, so it shouldn't make a
2918 * difference.
2919 */
2920 if (this_stat >= -50)
2921 {
2922 change_attr_value (&(dep->stats), i, -1);
2923 SET_FLAG (dep, FLAG_APPLIED);
2924 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2925 op->update_stats ();
2926 lost_a_stat = 1;
2927 }
3122 } 2928 }
2929 }
2930 }
3123 /* If no stat lost, tell the player. */ 2931 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2932 if (!lost_a_stat)
3125 { 2933 {
3126 /* determine_god() seems to not work sometimes... why is this? 2934 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2935 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2936 const char *god = determine_god (op);
3129 2937
3130 if (god && (strcmp (god, "none"))) 2938 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2939 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2940 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2941 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2942 }
3135#else 2943#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2945#endif
3138 2946
3139 /* Put a gravestone up where the character 'almost' died. List the 2947 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2948 * exp loss on the stone.
3141 */ 2949 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2950 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2951 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2952 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2953 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2954 tmp->name_pl = buf;
3147 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2955 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2956 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2958 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2959
3152 /**************************************/ 2960 /**************************************/
3153 /* */ 2961 /* */
3154 /* Subtract the experience points, */ 2962 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2963 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2964 /* food, and reset HP's... */
3157 /* */ 2965 /* */
3158 /**************************************/ 2966 /**************************************/
3159 2967
3160 /* remove any poisoning and confusion the character may be suffering. */ 2968 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2969 /* restore player */
3162 at = archetype::find ("poisoning"); 2970 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2971 tmp = present_arch_in_ob (at, op);
3164 2972
3165 if (tmp) 2973 if (tmp)
3166 { 2974 {
3167 tmp->destroy (); 2975 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2976 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2977 }
3170 2978
3171 at = archetype::find ("confusion"); 2979 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2980 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2981 if (tmp)
3174 { 2982 {
3175 tmp->destroy (); 2983 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2985 }
3178 2986
3179 cure_disease (op, 0); /* remove any disease */ 2987 cure_disease (op, 0); /* remove any disease */
3180 2988
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2989 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2990 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2991 if (op->stats.food < 100)
3184 op->stats.food = 900; 2992 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2993 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2996
3189 /* 2997 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2998 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 2999 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 3000 * in the map.
3193 */ 3001 */
3194 3002
3195 if (is_in_shop (op)) 3003 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 3004 remove_unpaid_objects (op->inv, op);
3197 3005
3198 /****************************************/ 3006 /****************************************/
3199 /* */ 3007 /* */
3200 /* Move player to his current respawn- */ 3008 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 3009 /* position (usually last savebed) */
3202 /* */ 3010 /* */
3203 /****************************************/ 3011 /****************************************/
3204 3012
3205 enter_player_savebed (op); 3013 enter_player_savebed (op);
3206 3014
3207 /* Save the player before inserting the force to reduce 3015 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 3016 * chance of abuse.
3209 */ 3017 */
3210 op->contr->braced = 0; 3018 op->contr->braced = 0;
3211 save_player (op, 1); 3019 op->contr->save ();
3212 3020
3213 /* it is possible that the player has blown something up 3021 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 3022 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 3023 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3024 * on the space that might harm the player.
3217 */ 3025 */
3218 will_kill_again = 0; 3026 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3028 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3029 will_kill_again |= tmp->attacktype;
3222 3030
3223 if (will_kill_again) 3031 if (will_kill_again)
3224 { 3032 {
3225 object *force; 3033 object *force;
3226 int at; 3034 int at;
3227 3035
3228 force = get_archetype (FORCE_NAME); 3036 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3037 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3038 force->speed = 0.1;
3231 force->speed_left = -5.0; 3039 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3040 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3041 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3042 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3043 force->resist[at] = 100;
3236 3044
3237 insert_ob_in_ob (force, op); 3045 insert_ob_in_ob (force, op);
3238 fix_player (op); 3046 op->update_stats ();
3239 3047
3240 } 3048 }
3241 3049
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3050 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 3051}
3311
3312 3052
3313void 3053void
3314loot_object (object *op) 3054loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3055{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3056 object *tmp, *tmp2, *next;
3317 3057
3318 if (op->container) 3058 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3059 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3060
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3061 for (tmp = op->inv; tmp; tmp = next)
3324 { 3062 {
3325 next = tmp->below; 3063 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3064
3065 if (tmp->invisible)
3327 continue; 3066 continue;
3067
3328 tmp->remove (); 3068 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3069 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3070 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3071 { /* empty container to ground */
3332 loot_object (tmp); 3072 loot_object (tmp);
3354 */ 3094 */
3355 3095
3356void 3096void
3357fix_weight (void) 3097fix_weight (void)
3358{ 3098{
3359 player *pl;
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next) 3099 for (player *pl = first_player; pl; pl = pl->next)
3362 { 3100 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3102
3365 if (old == sum) 3103 if (old == sum)
3366 continue; 3104 continue;
3367 fix_player (pl->ob); 3105 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3106 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3107 }
3370} 3108}
3371 3109
3372void 3110void
3373fix_luck (void) 3111fix_luck (void)
3374{ 3112{
3375 player *pl;
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next) 3113 for (player *pl = first_player; pl; pl = pl->next)
3378 if (!pl->ob->contr->state) 3114 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3115 pl->ob->change_luck (0);
3380} 3116}
3381
3382 3117
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3118/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3119 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3120 * just treat this as any other spell casting object.
3386 */ 3121 */
3387
3388void 3122void
3389cast_dust (object *op, object *throw_ob, int dir) 3123cast_dust (object *op, object *throw_ob, int dir)
3390{ 3124{
3391 object *skop, *spob; 3125 object *skop, *spob;
3392 3126
3437 object *tmp = NULL; 3171 object *tmp = NULL;
3438 3172
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3174 return 1;
3441 3175
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3176 return 0;
3448} 3177}
3449 3178
3450/* look at the surrounding terrain to determine 3179/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3180 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3295 if (mflags & P_OUT_OF_MAP)
3567 continue; 3296 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3297 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3298 continue;
3570 3299
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3300 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3301 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3302 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3303 return 1;
3575 else if (tmp->type == PLAYER) 3304 else if (tmp->type == PLAYER)
3576 { 3305 {
3630 3359
3631 /* only the viewable area the player sees is updated by LOS 3360 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3361 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3362 * for any meaningful values.
3634 */ 3363 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3364 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3365 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3366 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3367 return 1;
3639 op = op->more; 3368 op = op->more;
3640 } 3369 }
3641 return 0; 3370 return 0;
3642} 3371}
3828 { 3557 {
3829 /* forces in the treasurelist can alter the player's stats */ 3558 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3559 object *skin;
3831 3560
3832 /* first get the dragon skin force */ 3561 /* first get the dragon skin force */
3562 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3563 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3564 ;
3565
3834 if (skin == NULL) 3566 if (!skin)
3835 return; 3567 return;
3836 3568
3837 /* adding new spellpath attunements */ 3569 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3570 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3571 {

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