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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 1.70 by root, Tue Dec 26 20:04:09 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 for_all_players (pl)
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 41 return pl;
47 }; 42
48 return NULL; 43 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} 44}
76 45
77void 46void
78display_motd (const object *op) 47display_motd (const object *op)
79{ 48{
83 int comp; 52 int comp;
84 int size; 53 int size;
85 54
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 57 return;
90 } 58
91 motd[0] = '\0'; 59 motd[0] = '\0';
92 size = 0; 60 size = 0;
61
93 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
94 { 63 {
95 if (*buf == '#') 64 if (*buf == '#')
96 continue; 65 continue;
66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 68 size += strlen (buf);
99 } 69 }
70
100 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);
101 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
102} 73}
103 74
104void 75void
110 int comp; 81 int comp;
111 int size; 82 int size;
112 83
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 86 return;
117 } 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
90
120 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
121 { 92 {
122 if (*buf == '#') 93 if (*buf == '#')
123 continue; 94 continue;
95
124 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
125 { 97 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 99 break;
128 } 100 }
101
129 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 103 size += strlen (buf);
131 } 104 }
105
132 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);
133 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
134} 108}
135 109
136void 110void
144 int size; 118 int size;
145 119
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 122 return;
123
149 news[0] = '\0'; 124 news[0] = '\0';
150 subject[0] = '\0'; 125 subject[0] = '\0';
151 size = 0; 126 size = 0;
127
152 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 129 {
154 if (*buf == '#') 130 if (*buf == '#')
155 continue; 131 continue;
132
156 if (*buf == '%') 133 if (*buf == '%')
157 { /* send one news */ 134 { /* send one news */
158 if (size > 0) 135 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 */ 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 */
160 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 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); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
180} 157}
181 158
182int 159/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 160static void
161set_first_map (object *op)
184{ 162{
185 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
186 if (*cp == '-' || *cp == '_') 164 op->x = -1;
187 return 0; 165 op->y = -1;
188 166 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} 167}
194 168
195/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
196 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
197 * Caller is responsible for setting the correct map. 171void
198 */ 172player::connect (client *ns)
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 /* 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 ob->set_speed (ob->speed);
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 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
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
217 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 282 * we deal with that below this point.
219 */ 283 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 287
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
231 289
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; 290 gen_sp_armour = 10;
250 p->last_speed = -1; 291 last_speed = -1;
251 p->shoottype = range_none; 292 shoottype = range_none;
252 p->bowtype = bow_normal; 293 bowtype = bow_normal;
253 p->petmode = pet_normal; 294 petmode = pet_normal;
254 p->listening = 10; 295 listening = 10;
255 p->usekeys = containers; 296 usekeys = containers;
256 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 299 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);
266 300
267 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
270 * at zero. 304 * at zero.
271 */ 305 */
272 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 308
278 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 310 last_resist[i] = -1;
280 311
281 p->last_stats.exp = -1; 312 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 314}
289 315
290/* This loads the first map an puts the player on it. */ 316void
291static void 317player::do_destroy ()
292set_first_map (object *op)
293{ 318{
294 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
300/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
302 * mode. 371 * mode.
303 */ 372 */
304 373player *
305int 374player::create ()
306add_player (client_socket *ns)
307{ 375{
308 player *p = new player; 376 player *pl = new player;
309 377
310 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 379
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; 380 return pl;
328} 381}
329 382
330/* 383/*
331 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
341 { 394 {
342 if (at == NULL || at->next == NULL) 395 if (at == NULL || at->next == NULL)
343 at = first_archetype; 396 at = first_archetype;
344 else 397 else
345 at = at->next; 398 at = at->next;
399
346 if (at->clone.type == PLAYER) 400 if (at->clone.type == PLAYER)
347 return at; 401 return at;
402
348 if (at == start) 403 if (at == start)
349 { 404 {
350 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 406 exit (-1);
352 } 407 }
353 } 408 }
354} 409}
355 410
356
357object * 411object *
358get_nearest_player (object *mon) 412get_nearest_player (object *mon)
359{ 413{
360 object *op = NULL; 414 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 415 objectlink *ol;
363 unsigned lastdist; 416 unsigned lastdist;
364 rv_vector rv; 417 rv_vector rv;
365 418
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 { 451 {
399 op = ol->ob; 452 op = ol->ob;
400 lastdist = rv.distance; 453 lastdist = rv.distance;
401 } 454 }
402 } 455 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 456
404 { 457 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
409 { 460 {
410 op = pl->ob; 461 op = pl->ob;
411 lastdist = rv.distance; 462 lastdist = rv.distance;
412 } 463 }
413 } 464
414 }
415#if 0 465#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 467#endif
418 return op; 468 return op;
419} 469}
437 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 489 * is probably not a good thing.
440 */ 490 */
441#define MAX_SPACES 50 491#define MAX_SPACES 50
442
443 492
444/* 493/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
687 link_player_skills (pl); 736 link_player_skills (pl);
688} 737}
689 738
690void 739void
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) 740get_party_password (object *op, partylist *party)
775{ 741{
776 if (party == NULL) 742 if (party == NULL)
777 { 743 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 745 return;
780 } 746 }
747
781 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 752}
786
787 753
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 755static int
790roll_stat (void) 756roll_stat (void)
791{ 757{
792 int a[4], i, j, k; 758 int a[4], i, j, k;
793 759
794 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 764 if (a[i] < k)
799 k = a[i], j = i; 765 k = a[i], j = i;
800 766
801 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 768 if (i != j)
804 k += a[i]; 769 k += a[i];
805 } 770
806 return k; 771 return k;
807} 772}
808 773
809void 774void
810roll_stats (object *op) 775object::roll_stats ()
811{ 776{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 777 int statsort [7];
815 778
816 do 779 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 } 780 {
827 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
828 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
829 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 790 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;
837 791
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]; 792 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
862 799
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; 800 stats.exp = 0;
874 op->stats.ac = 0; 801 stats.ac = 0;
875 802
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; 803 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
884 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
885} 815}
886 816
887void 817void
888Roll_Again (object *op) 818object::swap_stats (int a, int b)
889{ 819{
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); 820 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)); 821 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); 822 set_attr_value (&contr->orig_stats, b, tmp);
914 823
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; 824 stats.Str = contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
924 op->stats.ac = 0; 834 stats.ac = 0;
925 835
926 op->level = 1; 836 level = 1;
927 op->stats.exp = 0; 837 stats.exp = 0;
928 op->stats.ac = 0; 838 stats.ac = 0;
929 839
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; 840 stats.hp = stats.maxhp;
936 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
937 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
938 op->contr->orig_stats = op->stats; 850 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 { 851 }
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} 852}
1016 853
1017/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1021 * not the class. 858 * not the class.
1022 */ 859 */
1023
1024int 860int
1025key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1026{ 862{
1027 int tmp_loop; 863 int tmp_loop;
1028 864
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 865 if (key == 'd' || key == 'D')
1036 { 866 {
1037 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1038 868
1039 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 874 create_treasure (tl, op, 0, 0, 0);
1045 875
1046 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1048 878
1049 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1050 880
1051 if (op->msg) 881 if (op->msg)
1052 op->msg = NULL; 882 op->msg = NULL;
1053 883
1054 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1063 start_info (op); 893 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 896 link_player_skills (op);
1067 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1068 fix_player (op); 898 op->update_stats ();
1069 899
1070 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1071 * is one for this race 901 * is one for this race
1072 */ 902 */
1073 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1084 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1085 * default initial map */ 915 * default initial map */
1086 tmp->destroy (); 916 tmp->destroy ();
1087 } 917 }
1088 else 918 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 920
1092 return 0; 921 return 0;
1093 } 922 }
1094 923
1095 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1100 while (!tmp_loop) 929 while (!tmp_loop)
1101 { 930 {
1102 shstr name = op->name; 931 shstr name = op->name;
1103 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1104 933
1105 remove_statbonus (op); 934 op->remove_statbonus ();
1106 op->remove (); 935 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 937 op->arch->clone.copy_to (op);
1109 op->instantiate (); 938 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1112 op->x = x; 941 op->x = x;
1113 op->y = y; 942 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 946 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1119 } 948 }
1120 949
1121 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 952 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 955 op->stats.grace = 0;
1127 956
1128 if (op->msg) 957 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 959
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1133} 962}
1134 963
1135int 964int
1136key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1137{ 966{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 968 {
1142 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 971 return 1;
1145 } 972 }
1146 973
1147 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1149 978
1150 terminate_all_pets (op); 979 terminate_all_pets (op);
1151 leave_map (op); 980 leave_map (op);
1152 op->direction = 0; 981 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 983
1155 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1156 check_score (op); 985 check_score (op);
1157 op->contr->party = NULL; 986 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1160 988
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1162 {
1163 maptile *mp, *next;
1164 990
1165 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */ 994 */
995 char buf[MAX_BUF];
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next) 997
1171 { 998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1172 next = mp->next; 1000 next = mp->next;
1001
1173 if (!strncmp (mp->path, buf, strlen (buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp); 1003 delete_map (mp);
1175 } 1004 }
1176 1005
1177 delete_character (op->name, 1); 1006 delete_character (ob->name, 1);
1178 } 1007 ob->contr->destroy ();
1179 1008
1180 play_again (op);
1181 return 1; 1009 return 1;
1182} 1010}
1183 1011
1184void 1012void
1185flee_player (object *op) 1013flee_player (object *op)
1216 { 1044 {
1217 op->enemy = NULL; 1045 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1047 return;
1220 } 1048 }
1049
1221 get_rangevector (op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1222 1051
1223 dir = absdir (4 + rv.direction); 1052 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1053 for (diff = 0; diff < 3; diff++)
1225 { 1054 {
1226 int m = 1 - (RANDOM () & 2); 1055 int m = 1 - (RANDOM () & 2);
1227 1056
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1058 return;
1231 }
1232 } 1059 }
1060
1233 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1063 op->enemy = NULL;
1236} 1064}
1237 1065
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1153 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1158 }
1159
1359 /* philosophy: 1160 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1161 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1162 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1163 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1164 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1165 * example.
1365 * The drawback: right now it has no frontend, so you need to 1166 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1167 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1168 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1594 if (!dir)
1794 { 1595 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1597 return 0;
1797 } 1598 }
1599
1798 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1601 bow = op->contr->ranges[range_bow];
1800 else 1602 else
1801 { 1603 {
1802 for (bow = op->inv; bow; bow = bow->below) 1604 for (bow = op->inv; bow; bow = bow->below)
1810 { 1612 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1614 return 0;
1813 } 1615 }
1814 } 1616 }
1617
1815 if (!bow->race || !bow->skill) 1618 if (!bow->race || !bow->skill)
1816 { 1619 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1621 return 0;
1819 } 1622 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1625
1823 /* penalize ROF for bestarrow */ 1626 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1826 if (bowspeed < 1) 1630 if (bowspeed < 1)
1827 bowspeed = 1; 1631 bowspeed = 1;
1828 1632
1829 if (arrow == NULL) 1633 if (arrow == NULL)
1830 { 1634 {
1836 else 1640 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1641 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1642 return 0;
1839 } 1643 }
1840 } 1644 }
1645
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1647 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1648 return 0;
1845 } 1649
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1650 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1651 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1653 return 0;
1850 } 1654 }
1856 return 0; 1660 return 0;
1857 } 1661 }
1858 1662
1859 left = arrow; /* these are arrows left to the player */ 1663 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1664 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1665 if (!arrow)
1862 { 1666 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1668 return 0;
1865 } 1669 }
1670
1866 arrow->set_owner (op); 1671 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1672 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1673 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1674
1873 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1874 { 1676 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1678 op->update_stats ();
1877 } 1679 }
1878 1680
1879 SET_ANIMATION (arrow, arrow->direction); 1681 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1683 arrow->stats.hp = arrow->stats.dam;
1891 1693
1892 /* update the speed */ 1694 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1697
1896 if (arrow->speed < 1.0) 1698 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1699 arrow->speed_left = 0;
1900 1700
1901 if (op->type == PLAYER) 1701 if (op->type == PLAYER)
1902 { 1702 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1713 }
1914 1714
1915 if (arrow->attacktype == AT_PHYSICAL) 1715 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1917 1717
1918 if (bow->slaying != NULL) 1718 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1719 arrow->slaying = bow->slaying;
1920 1720
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1723
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1725 m->insert (arrow, sx, sy, op);
1927 1726
1928 if (!arrow->destroyed ()) 1727 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1728 move_arrow (arrow);
1930 1729
1931 if (op->type == PLAYER) 1730 if (op->type == PLAYER)
2036 1835
2037 if (item->arch) 1836 if (item->arch)
2038 { 1837 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
2041 item->speed = 0; 1840 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1841 }
1842
2044 if ((tmp = is_player_inv (item))) 1843 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1845 }
2047 } 1846 }
2048 else if (item->type == ROD || item->type == HORN) 1847 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1848 drain_rod_charge (item);
2051 }
2052 } 1849 }
2053} 1850}
2054 1851
2055/* Received a fire command for the player - go and do it. 1852/* Received a fire command for the player - go and do it.
2056 */ 1853 */
2199 * 0 otherwise 1996 * 0 otherwise
2200 */ 1997 */
2201static int 1998static int
2202player_attack_door (object *op, object *door) 1999player_attack_door (object *op, object *door)
2203{ 2000{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2001 /* 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 - 2002 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2003 * otherwise, we fall through to the rest of the code.
2208 */ 2004 */
2209 object *key = find_key (op, op, door); 2005 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2043 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2044 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2045 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2046 * going to try and move (not fire weapons).
2251 */ 2047 */
2252
2253void 2048void
2254move_player_attack (object *op, int dir) 2049move_player_attack (object *op, int dir)
2255{ 2050{
2256 object *tmp, *mon; 2051 object *tmp, *mon;
2257 sint16 nx, ny; 2052 sint16 nx, ny;
2259 maptile *m; 2054 maptile *m;
2260 2055
2261 nx = freearr_x[dir] + op->x; 2056 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2057 ny = freearr_y[dir] + op->y;
2263 2058
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2059 on_battleground = op_on_battleground (op, 0, 0);
2265 2060
2266 /* If braced, or can't move to the square, and it is not out of the 2061 /* 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 2062 * 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 2063 * 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 2064 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2076 return; /* Don't think this should happen */
2282 } 2077 }
2283 else 2078 else
2284 m = op->map; 2079 m = op->map;
2285 2080
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2082 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2084 return;
2290 } 2085 }
2291 2086
2292 mon = NULL; 2087 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2088 /* 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. 2089 * 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 2090 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2091 * on the space
2297 */ 2092 */
2298 while (tmp != NULL) 2093 while (tmp)
2299 { 2094 {
2300 if (tmp == op) 2095 if (tmp == op)
2301 { 2096 {
2302 tmp = tmp->above; 2097 tmp = tmp->above;
2303 continue; 2098 continue;
2313 mon = tmp; 2108 mon = tmp;
2314 2109
2315 tmp = tmp->above; 2110 tmp = tmp->above;
2316 } 2111 }
2317 2112
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2113 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2114 return; /* into a wall */
2320 2115
2321 if (mon->head != NULL) 2116 if (mon->head)
2322 mon = mon->head; 2117 mon = mon->head;
2323 2118
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2120 if (player_attack_door (op, mon))
2326 return; 2121 return;
2363 * attack them either. 2158 * attack them either.
2364 */ 2159 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2160 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2161 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2162#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2163 (op->contr->peaceful
2369 || (mon->type == PLAYER 2164 || (mon->type == PLAYER
2370 && mon->contr-> 2165 && mon->contr->
2371 peaceful)) && 2166 peaceful)) &&
2372#else 2167#else
2373 op->contr->peaceful && 2168 op->contr->peaceful &&
2374#endif 2169#endif
2375 !on_battleground)) 2170 !on_battleground))
2376 { 2171 {
2377 if (!op->contr->braced) 2172 if (!op->contr->braced)
2378 { 2173 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2175 (void) push_ob (mon, dir, op);
2381 } 2176 }
2382 else 2177 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2178 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2179
2386 if (op->contr->tmp_invis || op->hide) 2180 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2181 make_visible (op);
2388 } 2182 }
2389 2183
2390 /* If the object is a boulder or other rollable object, then 2184 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2212 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2213
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2215 }
2422 2216
2423 skill_attack (mon, op, 0, NULL, NULL); 2217 skill_attack (mon, op, 0, 0, 0);
2424 2218
2425 /* If attacking another player, that player gets automatic 2219 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2220 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2221 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2222 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2225 {
2432 short luck = mon->stats.luck; 2226 short luck = mon->stats.luck;
2433 2227
2434 mon->contr->has_hit = 1; 2228 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2229 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2230 mon->stats.luck = luck;
2437 } 2231 }
2232
2438 if (action_makes_visible (op)) 2233 if (action_makes_visible (op))
2439 make_visible (op); 2234 make_visible (op);
2440 } 2235 }
2441 } /* if player should attack something */ 2236 } /* if player should attack something */
2442} 2237}
2477 2272
2478 /* Add special check for newcs players and fire on - this way, the 2273 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2274 * server can handle repeat firing.
2480 */ 2275 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2276 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2277 op->direction = dir;
2484 }
2485 else 2278 else
2486 {
2487 op->direction = 0; 2279 op->direction = 0;
2488 } 2280
2489 /* Update how the player looks. Use the facing, so direction may 2281 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2282 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2283 * for players.
2492 */ 2284 */
2493 animate_object (op, op->facing); 2285 animate_object (op, op->facing);
2545 2337
2546 /* call this here - we also will call this in do_ericserver, but 2338 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2339 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2340 * called, so we recheck it here.
2549 */ 2341 */
2550 HandleClient (op->contr->socket, op->contr); 2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2551 if (op->speed_left < 0) 2346 if (op->speed_left < 0)
2552 return 0; 2347 return 0;
2553 2348
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2349 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2350 {
2592 op->stats.hp = op->stats.maxhp; 2387 op->stats.hp = op->stats.maxhp;
2593 2388
2594 if (op->stats.food < 0) 2389 if (op->stats.food < 0)
2595 op->stats.food = 999; 2390 op->stats.food = 999;
2596 2391
2597 fix_player (op); 2392 op->update_stats ();
2598 return 1; 2393 return 1;
2599 } 2394 }
2600 2395
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2396 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2409{
2615 object *next; 2410 object *next;
2616 2411
2617 while (op) 2412 while (op)
2618 { 2413 {
2619 next = op->below; /* Make sure we have a good value, in case 2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2415
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2417 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2418 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2419 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2420
2421 op->insert_at (env);
2630 } 2422 }
2631 else if (op->inv) 2423 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2424 remove_unpaid_objects (op->inv, env);
2633 2425
2634 op = next; 2426 op = next;
2635 } 2427 }
2636} 2428}
2637
2638 2429
2639/* 2430/*
2640 * Returns pointer a static string containing gravestone text 2431 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2432 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2433 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2468 strcat (buf2, buf);
2678 2469
2679 return buf2; 2470 return buf2;
2680} 2471}
2681
2682
2683 2472
2684void 2473void
2685do_some_living (object *op) 2474do_some_living (object *op)
2686{ 2475{
2687 int last_food = op->stats.food; 2476 int last_food = op->stats.food;
2696 const int max_grace = 1; 2485 const int max_grace = 1;
2697 2486
2698 if (op->contr->outputs_sync) 2487 if (op->contr->outputs_sync)
2699 { 2488 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2489 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) 2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2491 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2492 }
2704 2493
2705 if (op->contr->state == ST_PLAYING) 2494 if (op->contr->ns->state == ST_PLAYING)
2706 { 2495 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2496 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2497 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2498 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2499 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2500 else
2713 { 2501 {
2714 gen_hp = op->stats.maxhp; 2502 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2503 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2504 }
2505
2717 if (op->contr->gen_sp >= 0) 2506 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2507 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2508 else
2720 { 2509 {
2721 gen_sp = op->stats.maxsp; 2510 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2511 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2512 }
2513
2724 if (op->contr->gen_grace >= 0) 2514 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2516 else
2727 { 2517 {
2728 gen_grace = op->stats.maxgrace; 2518 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2534 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2536 op->stats.food = last_food;
2747 } 2537 }
2748 } 2538 }
2539
2749 if (max_sp > 1) 2540 if (max_sp > 1)
2750 { 2541 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2542 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2543 if (over_sp > 0)
2753 { 2544 {
2754 if (op->stats.sp < op->stats.maxsp) 2545 if (op->stats.sp < op->stats.maxsp)
2755 { 2546 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2550 op->stats.sp--;
2551
2759 if (op->stats.sp > op->stats.maxsp) 2552 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2553 op->stats.sp = op->stats.maxsp;
2761 } 2554 }
2762 op->last_sp = 0; 2555 op->last_sp = 0;
2763 } 2556 }
2764 else 2557 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2559 }
2769 else 2560 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2562 }
2774 2563
2775 /* Regenerate Grace */ 2564 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2565 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2566 if (--op->last_grace < 0)
2778 { 2567 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2568 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2569 op->stats.grace++; /* no penalty in food for regaining grace */
2570
2781 if (max_grace > 1) 2571 if (max_grace > 1)
2782 { 2572 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2573 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2574 if (over_grace > 0)
2785 { 2575 {
2813 op->stats.food += op->contr->digestion; 2603 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2604 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2605 op->stats.food = last_food;
2816 } 2606 }
2817 } 2607 }
2608
2818 if (max_hp > 1) 2609 if (max_hp > 1)
2819 { 2610 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2612 if (over_hp > 0)
2822 { 2613 {
2846 2637
2847 if (op->contr->gen_hp > 0) 2638 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2639 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2640 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642
2851 /* dms do not consume food */ 2643 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2644 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2645 op->stats.food--;
2854 } 2646 }
2855 }
2856 2647
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2648 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2649 {
2859 object *tmp, *flesh = NULL; 2650 object *tmp, *flesh = 0;
2860 2651
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2652 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2653 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2654 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2655 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2657 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2659 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2660 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2661 break;
2871 } 2662 }
2872 else if (tmp->type == FLESH) 2663 else if (tmp->type == FLESH)
2873 flesh = tmp; 2664 flesh = tmp;
2874 } /* End if paid for object */ 2665 } /* End if paid for object */
2875 } /* end of for loop */ 2666 } /* end of for loop */
2667
2876 /* If player is still starving, it means they don't have any food, so 2668 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2669 * eat flesh instead.
2878 */ 2670 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2672 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2673 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2674 manual_apply (op, flesh, 0);
2883 } 2675 }
2884 } /* end if player is starving */ 2676 }
2885 2677
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2678 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2679 op->stats.food++, op->stats.hp--;
2888 2680
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2682 kill_player (op);
2683 }
2891} 2684}
2892
2893
2894 2685
2895/* If the player should die (lack of hp, food, etc), we call this. 2686/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2687 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2688 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2689 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2719 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2721
2931 /* restore player */ 2722 /* restore player */
2932 at = archetype::find ("poisoning"); 2723 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2724 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2725 {
2936 tmp->destroy (); 2726 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2728 }
2939 2729
2940 at = archetype::find ("confusion"); 2730 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2731 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2732 {
2944 tmp->destroy (); 2733 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2735 }
2947 2736
2949 op->stats.hp = op->stats.maxhp; 2738 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2739 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2740 op->stats.food = 999;
2952 2741
2953 /* create a bodypart-trophy to make the winner happy */ 2742 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2743 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2744 {
2957 sprintf (buf, "%s's finger", &op->name); 2745 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2746 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2747 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2748 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2750 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2751 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2752 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2753 op->insert_at (tmp, op);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2754 }
2968 2755
2969 /* teleport defeated player to new destination */ 2756 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2757 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2758 op->contr->braced = 0;
2997 op->stats.hp = op->stats.maxhp; 2784 op->stats.hp = op->stats.maxhp;
2998 return; 2785 return;
2999 } 2786 }
3000 sprintf (buf, "%s died.", &op->name); 2787 sprintf (buf, "%s died.", &op->name);
3001 } 2788 }
2789
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2791
3004 /* save the map location for corpse, gravestone */ 2792 /* save the map location for corpse, gravestone */
3005 x = op->x; 2793 x = op->x;
3006 y = op->y; 2794 y = op->y;
3007 map = op->map; 2795 map = op->map;
3008 2796
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2797 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2798 * 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. 2799 * See the config.h file for a little more in depth detail about this.
3015 */ 2800 */
3016 2801
3017 /* Basically two ways to go - remove a stat permanently, or just 2802 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2803 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2804 * of death.
3020 */ 2805 */
3021#ifndef COZY_SERVER 2806#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2807 if (settings.balanced_stat_loss)
3023 { 2808 {
3024 /* If stat loss is permanent, lose one stat only. */ 2809 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2810 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2811 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2812 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2813 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2814 little bit harder. */
3030 /* GD */ 2815 /* GD */
3031 if (settings.stat_loss_on_death) 2816 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2817 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2818 else
3037 { 2819 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2820 }
2821 else
3038 num_stats_lose = 1; 2822 num_stats_lose = 1;
3039 } 2823
3040 lost_a_stat = 0; 2824 lost_a_stat = 0;
3041 2825
3042 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3043 { 2827 {
3044 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3045 2829
3046 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3047 { 2831 {
3048 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2833 * what he lost.
3050 */ 2834 */
3051 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3057 } 2853 }
3058 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3059 { 2856 {
3060 /* deplete a stat */ 2857 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3062 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3063 2860 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2861 {
3067 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3069 } 2864
3070 lose_this_stat = 1; 2865 /* 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) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2871 {
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; 2872 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2874 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 } 2875 }
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 */ 2876 else
3112 if (this_stat >= -50)
3113 { 2877 {
3114 change_attr_value (&(dep->stats), i, -1); 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2883 }
3120 } 2884 }
3121 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3122 } 2904 }
2905 }
2906 }
3123 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2908 if (!lost_a_stat)
3125 { 2909 {
3126 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3129 2913
3130 if (god && (strcmp (god, "none"))) 2914 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); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2916 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2918 }
3135#else 2919#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2921#endif
3138 2922
3139 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2924 * exp loss on the stone.
3141 */ 2925 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2928 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2930 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); 2931 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2932 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2935
3152 /**************************************/ 2936 /**************************************/
3153 /* */ 2937 /* */
3154 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3157 /* */ 2941 /* */
3158 /**************************************/ 2942 /**************************************/
3159 2943
3160 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2945 /* restore player */
3162 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3164 2948
3165 if (tmp) 2949 if (tmp)
3166 { 2950 {
3167 tmp->destroy (); 2951 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2953 }
3170 2954
3171 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2957 if (tmp)
3174 { 2958 {
3175 tmp->destroy (); 2959 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2961 }
3178 2962
3179 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3180 2964
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3184 op->stats.food = 900; 2968 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2972
3189 /* 2973 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2974 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 2975 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2976 * in the map.
3193 */ 2977 */
3194 2978
3195 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3197 2981
3198 /****************************************/ 2982 /****************************************/
3199 /* */ 2983 /* */
3200 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3202 /* */ 2986 /* */
3203 /****************************************/ 2987 /****************************************/
3204 2988
3205 enter_player_savebed (op); 2989 enter_player_savebed (op);
3206 2990
3207 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 2992 * chance of abuse.
3209 */ 2993 */
3210 op->contr->braced = 0; 2994 op->contr->braced = 0;
3211 save_player (op, 1); 2995 op->contr->save ();
3212 2996
3213 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3000 * on the space that might harm the player.
3217 */ 3001 */
3218 will_kill_again = 0; 3002 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3222 3006
3223 if (will_kill_again) 3007 if (will_kill_again)
3224 { 3008 {
3225 object *force; 3009 object *force;
3226 int at; 3010 int at;
3227 3011
3228 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3014 force->speed = 0.1;
3231 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3019 force->resist[at] = 100;
3236 3020
3237 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3238 fix_player (op); 3022 op->update_stats ();
3239 3023
3240 } 3024 }
3241 3025
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 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} 3027}
3311
3312 3028
3313void 3029void
3314loot_object (object *op) 3030loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3317 3033
3318 if (op->container) 3034 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3036
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3324 { 3038 {
3325 next = tmp->below; 3039 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3327 continue; 3042 continue;
3043
3328 tmp->remove (); 3044 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3047 { /* empty container to ground */
3332 loot_object (tmp); 3048 loot_object (tmp);
3354 */ 3070 */
3355 3071
3356void 3072void
3357fix_weight (void) 3073fix_weight (void)
3358{ 3074{
3359 player *pl; 3075 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3076 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3078
3365 if (old == sum) 3079 if (old == sum)
3366 continue; 3080 continue;
3367 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3083 }
3370} 3084}
3371 3085
3372void 3086void
3373fix_luck (void) 3087fix_luck (void)
3374{ 3088{
3375 player *pl; 3089 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3380} 3092}
3381
3382 3093
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3386 */ 3097 */
3387
3388void 3098void
3389cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3390{ 3100{
3391 object *skop, *spob; 3101 object *skop, *spob;
3392 3102
3437 object *tmp = NULL; 3147 object *tmp = NULL;
3438 3148
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3150 return 1;
3441 3151
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; 3152 return 0;
3448} 3153}
3449 3154
3450/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3567 continue; 3272 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3274 continue;
3570 3275
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3277 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3279 return 1;
3575 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3576 { 3281 {
3630 3335
3631 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3338 * for any meaningful values.
3634 */ 3339 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3343 return 1;
3639 op = op->more; 3344 op = op->more;
3640 } 3345 }
3641 return 0; 3346 return 0;
3642} 3347}
3828 { 3533 {
3829 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3535 object *skin;
3831 3536
3832 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 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); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3834 if (skin == NULL) 3542 if (!skin)
3835 return; 3543 return;
3836 3544
3837 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3547 {

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