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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 1.74 by root, Sat Dec 30 10:16:11 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 op->enter_exit (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
197 assign (title, ob->arch->clone.name);
198
199 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200 * from the class, and not race. I don't see any way to get the class information
201 * to then update this. I don't think this will actually break anything - anyone
202 * that can use armour should be able to use a shield. What this may 'break'
203 * are features new characters get, eg, if someone starts up with a Q, they
204 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 205 */
215 p->clear (); 206 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207 SET_FLAG (ob, FLAG_USE_SHIELD);
216 208
209 /* if it's a dragon player, set the correct title here */
210 if (is_dragon_pl (ob))
211 {
212 object *tmp, *abil = 0, *skin = 0;
213
214 shstr_cmp dragon_ability_force ("dragon_ability_force");
215 shstr_cmp dragon_skin_force ("dragon_skin_force");
216
217 for (tmp = ob->inv; tmp; tmp = tmp->below)
218 if (tmp->type == FORCE)
219 if (tmp->arch->name == dragon_ability_force)
220 abil = tmp;
221 else if (tmp->arch->name == dragon_skin_force)
222 skin = tmp;
223
224 set_dragon_name (ob, abil, skin);
225 }
226
227 CLEAR_FLAG (ob, FLAG_FRIENDLY);
228 add_friendly_object (ob);
229
230 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231
232 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233
234 esrv_new_player (this, ob->weight + ob->carrying);
235
236 ob->update_stats ();
237 ns->floorbox_update ();
238
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 ob->enter_exit (0);
243 ob->activate (1);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 if (ob)
255 ob->deactivate (1);
256
257 //TODO: don't be so harsh and destroy :)
258 if (ns)
259 {
260 if (enable_save)
261 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262
263 client *ns = this->ns;
264 ns->send_packet ("goodbye");
265 ns->flush ();
266 ns->pl = 0;
267 this->ns = 0;
268
269 ns->destroy ();
270 destroy ();
271 }
272}
273
274// the need for this function can be explained
275// by load_object not returning the object
276void
277player::set_object (object *op)
278{
279 ob = op;
280 ob->contr = this; /* this aren't yet in archetype */
281
282 ob->speed_left = 0.5;
283 ob->speed = 1.0;
284 ob->direction = 5; /* So player faces south */
285 ob->stats.wc = 2;
286 ob->run_away = 25; /* Then we panick... */
287
288 set_first_map (ob);
289
290 ob->roll_stats ();
291}
292
293player::player ()
294{
217 /* There are some elements we want initialized to non zero value - 295 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 296 * we deal with that below this point.
219 */ 297 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 298 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 299 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 300 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 301
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 302 assign (savebed_map, first_map_path); /* Init. respawn position */
231 303
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; 304 gen_sp_armour = 10;
250 p->last_speed = -1; 305 last_speed = -1;
251 p->shoottype = range_none; 306 shoottype = range_none;
252 p->bowtype = bow_normal; 307 bowtype = bow_normal;
253 p->petmode = pet_normal; 308 petmode = pet_normal;
254 p->listening = 10; 309 listening = 10;
255 p->usekeys = containers; 310 usekeys = containers;
256 p->last_weapon_sp = -1; 311 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 312 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 313 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);
266 314
267 /* we need to clear these to -1 and not zero - otherwise, 315 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 316 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 317 * send new values to the client, as things like exp start
270 * at zero. 318 * at zero.
271 */ 319 */
272 for (i = 0; i < NUM_SKILLS; i++) 320 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 321 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 322
278 for (i = 0; i < NROFATTACKS; i++) 323 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 324 last_resist[i] = -1;
280 325
281 p->last_stats.exp = -1; 326 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 327 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 328}
289 329
290/* This loads the first map an puts the player on it. */ 330void
291static void 331player::do_destroy ()
292set_first_map (object *op)
293{ 332{
294 strcpy (op->contr->maplevel, first_map_path); 333 disconnect ();
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 334
335 save (false);
336 enable_save = false;
337
338 attachable::do_destroy ();
339
340 terminate_all_pets (ob);
341
342 if (first_player != this)
343 {
344 player *prev = first_player;
345
346 while (prev && prev->next && prev->next != this)
347 prev = prev->next;
348
349 if (prev->next != this)
350 {
351 LOG (llevError, "Free_player: Can't find previous player.\n");
352 abort ();
353 }
354
355 prev->next = next;
356 }
357 else
358 first_player = next;
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
300/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
302 * mode. 375 * mode.
303 */ 376 */
304 377player *
305int 378player::create ()
306add_player (client_socket *ns)
307{ 379{
308 player *p = new player; 380 player *pl = new player;
309 381
310 p->socket = ns; 382 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 383
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; 384 return pl;
328} 385}
329 386
330/* 387/*
331 * get_player_archetype() return next player archetype from archetype 388 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 389 * list. Not very efficient routine, but used only creating new players.
341 { 398 {
342 if (at == NULL || at->next == NULL) 399 if (at == NULL || at->next == NULL)
343 at = first_archetype; 400 at = first_archetype;
344 else 401 else
345 at = at->next; 402 at = at->next;
403
346 if (at->clone.type == PLAYER) 404 if (at->clone.type == PLAYER)
347 return at; 405 return at;
406
348 if (at == start) 407 if (at == start)
349 { 408 {
350 LOG (llevError, "No Player archetypes\n"); 409 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 410 exit (-1);
352 } 411 }
353 } 412 }
354} 413}
355 414
356
357object * 415object *
358get_nearest_player (object *mon) 416get_nearest_player (object *mon)
359{ 417{
360 object *op = NULL; 418 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 419 objectlink *ol;
363 unsigned lastdist; 420 unsigned lastdist;
364 rv_vector rv; 421 rv_vector rv;
365 422
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 423 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 { 455 {
399 op = ol->ob; 456 op = ol->ob;
400 lastdist = rv.distance; 457 lastdist = rv.distance;
401 } 458 }
402 } 459 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 460
404 { 461 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 462 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 463 if (lastdist > rv.distance)
409 { 464 {
410 op = pl->ob; 465 op = pl->ob;
411 lastdist = rv.distance; 466 lastdist = rv.distance;
412 } 467 }
413 } 468
414 }
415#if 0 469#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 470 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 471#endif
418 return op; 472 return op;
419} 473}
437 * circling behaviour. Unfortunately, this function is also used to determined 491 * 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 492 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 493 * is probably not a good thing.
440 */ 494 */
441#define MAX_SPACES 50 495#define MAX_SPACES 50
442
443 496
444/* 497/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 498 * 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 499 * 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 500 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 739 /* Need to set up the skill pointers */
687 link_player_skills (pl); 740 link_player_skills (pl);
688} 741}
689 742
690void 743void
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) 744get_party_password (object *op, partylist *party)
775{ 745{
776 if (party == NULL) 746 if (party == NULL)
777 { 747 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 748 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 749 return;
780 } 750 }
751
781 op->contr->write_buf[0] = '\0'; 752 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 753 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 754 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 755 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 756}
786
787 757
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 758/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 759static int
790roll_stat (void) 760roll_stat (void)
791{ 761{
792 int a[4], i, j, k; 762 int a[4], i, j, k;
793 763
794 for (i = 0; i < 4; i++) 764 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 767 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 768 if (a[i] < k)
799 k = a[i], j = i; 769 k = a[i], j = i;
800 770
801 for (i = 0, k = 0; i < 4; i++) 771 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 772 if (i != j)
804 k += a[i]; 773 k += a[i];
805 } 774
806 return k; 775 return k;
807} 776}
808 777
809void 778void
810roll_stats (object *op) 779object::roll_stats ()
811{ 780{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 781 int statsort [7];
815 782
816 do 783 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 } 784 {
827 while (sum < 82 || sum > 116); 785 int sum = 0;
786 for (int i = 7; i--; )
787 sum += statsort [i] = roll_stat ();
828 788
789 if (sum >= 82 && sum <= 116)
790 break;
791 }
792
829 /* Sort the stats so that rerolling is easier... */ 793 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 794 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;
837 795
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]; 796 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 797 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 798 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 799 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 800 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 801 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 802 stats.Cha = statsort[6];
862 803
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; 804 stats.exp = 0;
874 op->stats.ac = 0; 805 stats.ac = 0;
875 806
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; 807 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 808 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 809 stats.grace = stats.maxgrace;
810
811 if (contr)
812 {
813 contr->levhp[1] = 9;
814 contr->levsp[1] = 6;
815 contr->levgrace[1] = 3;
816
884 op->contr->orig_stats = op->stats; 817 contr->orig_stats = stats;
818 }
885} 819}
886 820
887void 821void
888Roll_Again (object *op) 822object::swap_stats (int a, int b)
889{ 823{
890 esrv_new_player (op->contr, 0); 824 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 825 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 826 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 827
895void 828 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 829 stats.Dex = contr->orig_stats.Dex;
830 stats.Con = contr->orig_stats.Con;
831 stats.Int = contr->orig_stats.Int;
832 stats.Wis = contr->orig_stats.Wis;
833 stats.Pow = contr->orig_stats.Pow;
834 stats.Cha = contr->orig_stats.Cha;
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
897{ 860{
898 signed char tmp;
899 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
900 862
901 if (op->contr->Swap_First == -1) 863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
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;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->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 {
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); 866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 867}
1016 868
1017/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1021 * not the class. 873 * not the class.
1022 */ 874 */
1023
1024int 875int
1025key_change_class (object *op, char key) 876key_change_class (object *op, char key)
1026{ 877{
1027 int tmp_loop; 878 int tmp_loop;
1028 879
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 880 if (key == 'd' || key == 'D')
1036 { 881 {
1037 char buf[MAX_BUF]; 882 char buf[MAX_BUF];
1038 883
1039 /* this must before then initial items are given */ 884 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 889 create_treasure (tl, op, 0, 0, 0);
1045 890
1046 INVOKE_PLAYER (BIRTH, op->contr); 891 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 892 INVOKE_PLAYER (LOGIN, op->contr);
1048 893
1049 op->contr->state = ST_PLAYING; 894 op->contr->ns->state = ST_PLAYING;
1050 895
1051 if (op->msg) 896 if (op->msg)
1052 op->msg = NULL; 897 op->msg = NULL;
1053 898
1054 /* We create this now because some of the unique maps will need it 899 /* We create this now because some of the unique maps will need it
1063 start_info (op); 908 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 909 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 910 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 911 link_player_skills (op);
1067 esrv_send_inventory (op, op); 912 esrv_send_inventory (op, op);
1068 fix_player (op); 913 op->update_stats ();
1069 914
1070 /* This moves the player to a different start map, if there 915 /* This moves the player to a different start map, if there
1071 * is one for this race 916 * is one for this race
1072 */ 917 */
1073 if (*first_map_ext_path) 918 if (*first_map_ext_path)
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 923 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 924 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 925 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 926 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 927 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 928 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 929 * if the map isn't there, then stay on the
1085 * default initial map */ 930 * default initial map */
1086 tmp->destroy (); 931 tmp->destroy ();
1087 } 932 }
1088 else 933 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 934 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 935
1092 return 0; 936 return 0;
1093 } 937 }
1094 938
1095 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1100 while (!tmp_loop) 944 while (!tmp_loop)
1101 { 945 {
1102 shstr name = op->name; 946 shstr name = op->name;
1103 int x = op->x, y = op->y; 947 int x = op->x, y = op->y;
1104 948
1105 remove_statbonus (op); 949 op->remove_statbonus ();
1106 op->remove (); 950 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 951 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 952 op->arch->clone.copy_to (op);
1109 op->instantiate (); 953 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 954 op->stats = op->contr->orig_stats;
1112 op->x = x; 956 op->x = x;
1113 op->y = y; 957 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 958 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 959 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 960 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 961 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 962 tmp_loop = allowed_class (op);
1119 } 963 }
1120 964
1121 update_object (op, UP_OBJ_FACE); 965 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 966 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 967 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 970 op->stats.grace = 0;
1127 971
1128 if (op->msg) 972 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 973 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 974
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 975 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; 976 return 0;
1133} 977}
1134 978
1135int 979int
1136key_confirm_quit (object *op, char key) 980key_confirm_quit (object *op, char key)
1137{ 981{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 982 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 983 {
1142 op->contr->state = ST_PLAYING; 984 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 985 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 986 return 1;
1145 } 987 }
1146 988
1147 INVOKE_PLAYER (LOGOUT, op->contr); 989 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr); 990 INVOKE_PLAYER (QUIT, op->contr);
1149 991
992 op->contr->enable_save = false;
993
1150 terminate_all_pets (op); 994 terminate_all_pets (op);
1151 leave_map (op); 995 op->remove ();
1152 op->direction = 0; 996 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 997 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 998
1155 strcpy (op->contr->killer, "quit"); 999 strcpy (op->contr->killer, "quit");
1156 check_score (op); 1000 check_score (op);
1157 op->contr->party = NULL; 1001 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 1002 op->contr->own_title[0] = '\0';
1003 op->contr->destroy ();
1160 1004
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* 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,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1; 1005 return 1;
1182} 1006}
1183 1007
1184void 1008void
1185flee_player (object *op) 1009flee_player (object *op)
1216 { 1040 {
1217 op->enemy = NULL; 1041 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1043 return;
1220 } 1044 }
1045
1221 get_rangevector (op, op->enemy, &rv, 0); 1046 get_rangevector (op, op->enemy, &rv, 0);
1222 1047
1223 dir = absdir (4 + rv.direction); 1048 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1049 for (diff = 0; diff < 3; diff++)
1225 { 1050 {
1226 int m = 1 - (RANDOM () & 2); 1051 int m = 1 - (RANDOM () & 2);
1227 1052
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1053 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1054 return;
1231 }
1232 } 1055 }
1056
1233 /* Cornered, get rid of scared */ 1057 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1058 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1059 op->enemy = NULL;
1236} 1060}
1237 1061
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 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)))); 1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1149 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1150 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)))); 1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1153 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 } 1154 }
1155
1359 /* philosophy: 1156 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1157 * 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 1158 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1159 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1160 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1161 * example.
1365 * The drawback: right now it has no frontend, so you need to 1162 * 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 1163 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1164 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1590 if (!dir)
1794 { 1591 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1593 return 0;
1797 } 1594 }
1595
1798 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1597 bow = op->contr->ranges[range_bow];
1800 else 1598 else
1801 { 1599 {
1802 for (bow = op->inv; bow; bow = bow->below) 1600 for (bow = op->inv; bow; bow = bow->below)
1810 { 1608 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1610 return 0;
1813 } 1611 }
1814 } 1612 }
1613
1815 if (!bow->race || !bow->skill) 1614 if (!bow->race || !bow->skill)
1816 { 1615 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1617 return 0;
1819 } 1618 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1621
1823 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1826 if (bowspeed < 1) 1626 if (bowspeed < 1)
1827 bowspeed = 1; 1627 bowspeed = 1;
1828 1628
1829 if (arrow == NULL) 1629 if (arrow == NULL)
1830 { 1630 {
1836 else 1636 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1637 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1638 return 0;
1839 } 1639 }
1840 } 1640 }
1641
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1643 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1644 return 0;
1845 } 1645
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1646 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1647 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1648 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1649 return 0;
1850 } 1650 }
1856 return 0; 1656 return 0;
1857 } 1657 }
1858 1658
1859 left = arrow; /* these are arrows left to the player */ 1659 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1660 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1661 if (!arrow)
1862 { 1662 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1664 return 0;
1865 } 1665 }
1666
1866 arrow->set_owner (op); 1667 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1668 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1669 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1670
1873 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1874 { 1672 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1674 op->update_stats ();
1877 } 1675 }
1878 1676
1879 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1891 1689
1892 /* update the speed */ 1690 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1691 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; 1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1693
1896 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1900 1696
1901 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1902 { 1698 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1709 }
1914 1710
1915 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1917 1713
1918 if (bow->slaying != NULL) 1714 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1715 arrow->slaying = bow->slaying;
1920 1716
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1719
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1721 m->insert (arrow, sx, sy, op);
1927 1722
1928 if (!arrow->destroyed ()) 1723 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1724 move_arrow (arrow);
1930 1725
1931 if (op->type == PLAYER) 1726 if (op->type == PLAYER)
1957 } 1752 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1754 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1756 wcmod = -1;
1757
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1758 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1759 }
1964 else if (op->contr->bowtype == bow_threewide) 1760 else if (op->contr->bowtype == bow_threewide)
1965 { 1761 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1762 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1832
2037 if (item->arch) 1833 if (item->arch)
2038 { 1834 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
2041 item->speed = 0; 1837 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1838 }
1839
2044 if ((tmp = is_player_inv (item))) 1840 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1842 }
2047 } 1843 }
2048 else if (item->type == ROD || item->type == HORN) 1844 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1845 drain_rod_charge (item);
2051 }
2052 } 1846 }
2053} 1847}
2054 1848
2055/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
2056 */ 1850 */
2199 * 0 otherwise 1993 * 0 otherwise
2200 */ 1994 */
2201static int 1995static int
2202player_attack_door (object *op, object *door) 1996player_attack_door (object *op, object *door)
2203{ 1997{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* 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 - 1999 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
2208 */ 2001 */
2209 object *key = find_key (op, op, door); 2002 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2251 */ 2044 */
2252
2253void 2045void
2254move_player_attack (object *op, int dir) 2046move_player_attack (object *op, int dir)
2255{ 2047{
2256 object *tmp, *mon; 2048 object *tmp, *mon;
2257 sint16 nx, ny; 2049 sint16 nx, ny;
2259 maptile *m; 2051 maptile *m;
2260 2052
2261 nx = freearr_x[dir] + op->x; 2053 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2054 ny = freearr_y[dir] + op->y;
2263 2055
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2265 2057
2266 /* If braced, or can't move to the square, and it is not out of the 2058 /* 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 2059 * 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 2060 * 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 2061 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2073 return; /* Don't think this should happen */
2282 } 2074 }
2283 else 2075 else
2284 m = op->map; 2076 m = op->map;
2285 2077
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2079 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2081 return;
2290 } 2082 }
2291 2083
2292 mon = NULL; 2084 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2085 /* 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. 2086 * 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 2087 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2088 * on the space
2297 */ 2089 */
2298 while (tmp != NULL) 2090 while (tmp)
2299 { 2091 {
2300 if (tmp == op) 2092 if (tmp == op)
2301 { 2093 {
2302 tmp = tmp->above; 2094 tmp = tmp->above;
2303 continue; 2095 continue;
2313 mon = tmp; 2105 mon = tmp;
2314 2106
2315 tmp = tmp->above; 2107 tmp = tmp->above;
2316 } 2108 }
2317 2109
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2110 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2111 return; /* into a wall */
2320 2112
2321 if (mon->head != NULL) 2113 if (mon->head)
2322 mon = mon->head; 2114 mon = mon->head;
2323 2115
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2117 if (player_attack_door (op, mon))
2326 return; 2118 return;
2363 * attack them either. 2155 * attack them either.
2364 */ 2156 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2159#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2160 (op->contr->peaceful
2369 || (mon->type == PLAYER 2161 || (mon->type == PLAYER
2370 && mon->contr-> 2162 && mon->contr->
2371 peaceful)) && 2163 peaceful)) &&
2372#else 2164#else
2373 op->contr->peaceful && 2165 op->contr->peaceful &&
2374#endif 2166#endif
2375 !on_battleground)) 2167 !on_battleground))
2376 { 2168 {
2377 if (!op->contr->braced) 2169 if (!op->contr->braced)
2378 { 2170 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2172 (void) push_ob (mon, dir, op);
2381 } 2173 }
2382 else 2174 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2175 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2176
2386 if (op->contr->tmp_invis || op->hide) 2177 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2178 make_visible (op);
2388 } 2179 }
2389 2180
2390 /* If the object is a boulder or other rollable object, then 2181 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2209 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2210
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2212 }
2422 2213
2423 skill_attack (mon, op, 0, NULL, NULL); 2214 skill_attack (mon, op, 0, 0, 0);
2424 2215
2425 /* If attacking another player, that player gets automatic 2216 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2217 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2218 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2219 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2222 {
2432 short luck = mon->stats.luck; 2223 short luck = mon->stats.luck;
2433 2224
2434 mon->contr->has_hit = 1; 2225 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2226 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2227 mon->stats.luck = luck;
2437 } 2228 }
2229
2438 if (action_makes_visible (op)) 2230 if (action_makes_visible (op))
2439 make_visible (op); 2231 make_visible (op);
2440 } 2232 }
2441 } /* if player should attack something */ 2233 } /* if player should attack something */
2442} 2234}
2477 2269
2478 /* Add special check for newcs players and fire on - this way, the 2270 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2271 * server can handle repeat firing.
2480 */ 2272 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2274 op->direction = dir;
2484 }
2485 else 2275 else
2486 {
2487 op->direction = 0; 2276 op->direction = 0;
2488 } 2277
2489 /* Update how the player looks. Use the facing, so direction may 2278 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2279 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2280 * for players.
2492 */ 2281 */
2493 animate_object (op, op->facing); 2282 animate_object (op, op->facing);
2545 2334
2546 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2337 * called, so we recheck it here.
2549 */ 2338 */
2550 HandleClient (op->contr->socket, op->contr); 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342
2551 if (op->speed_left < 0) 2343 if (op->speed_left < 0)
2552 return 0; 2344 return 0;
2553 2345
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2346 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2347 {
2592 op->stats.hp = op->stats.maxhp; 2384 op->stats.hp = op->stats.maxhp;
2593 2385
2594 if (op->stats.food < 0) 2386 if (op->stats.food < 0)
2595 op->stats.food = 999; 2387 op->stats.food = 999;
2596 2388
2597 fix_player (op); 2389 op->update_stats ();
2598 return 1; 2390 return 1;
2599 } 2391 }
2600 2392
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2406{
2615 object *next; 2407 object *next;
2616 2408
2617 while (op) 2409 while (op)
2618 { 2410 {
2619 next = op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2412
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2414 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2417
2418 op->insert_at (env);
2630 } 2419 }
2631 else if (op->inv) 2420 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2633 2422
2634 op = next; 2423 op = next;
2635 } 2424 }
2636} 2425}
2637
2638 2426
2639/* 2427/*
2640 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2465 strcat (buf2, buf);
2678 2466
2679 return buf2; 2467 return buf2;
2680} 2468}
2681
2682
2683 2469
2684void 2470void
2685do_some_living (object *op) 2471do_some_living (object *op)
2686{ 2472{
2687 int last_food = op->stats.food; 2473 int last_food = op->stats.food;
2696 const int max_grace = 1; 2482 const int max_grace = 1;
2697 2483
2698 if (op->contr->outputs_sync) 2484 if (op->contr->outputs_sync)
2699 { 2485 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2489 }
2704 2490
2705 if (op->contr->state == ST_PLAYING) 2491 if (op->contr->ns->state == ST_PLAYING)
2706 { 2492 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2495 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2497 else
2713 { 2498 {
2714 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2501 }
2502
2717 if (op->contr->gen_sp >= 0) 2503 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2505 else
2720 { 2506 {
2721 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2509 }
2510
2724 if (op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2513 else
2727 { 2514 {
2728 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2533 op->stats.food = last_food;
2747 } 2534 }
2748 } 2535 }
2536
2749 if (max_sp > 1) 2537 if (max_sp > 1)
2750 { 2538 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2539 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2540 if (over_sp > 0)
2753 { 2541 {
2754 if (op->stats.sp < op->stats.maxsp) 2542 if (op->stats.sp < op->stats.maxsp)
2755 { 2543 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2547 op->stats.sp--;
2548
2759 if (op->stats.sp > op->stats.maxsp) 2549 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2550 op->stats.sp = op->stats.maxsp;
2761 } 2551 }
2762 op->last_sp = 0; 2552 op->last_sp = 0;
2763 } 2553 }
2764 else 2554 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2556 }
2769 else 2557 else
2770 {
2771 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);
2772 }
2773 } 2559 }
2774 2560
2775 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2563 if (--op->last_grace < 0)
2778 { 2564 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2781 if (max_grace > 1) 2568 if (max_grace > 1)
2782 { 2569 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2571 if (over_grace > 0)
2785 { 2572 {
2813 op->stats.food += op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2601 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2602 op->stats.food = last_food;
2816 } 2603 }
2817 } 2604 }
2605
2818 if (max_hp > 1) 2606 if (max_hp > 1)
2819 { 2607 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2609 if (over_hp > 0)
2822 { 2610 {
2846 2634
2847 if (op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2637 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2851 /* dms do not consume food */ 2640 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2642 op->stats.food--;
2854 } 2643 }
2855 }
2856 2644
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2646 {
2859 object *tmp, *flesh = NULL; 2647 object *tmp, *flesh = 0;
2860 2648
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2650 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2652 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2656 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2658 break;
2871 } 2659 }
2872 else if (tmp->type == FLESH) 2660 else if (tmp->type == FLESH)
2873 flesh = tmp; 2661 flesh = tmp;
2874 } /* End if paid for object */ 2662 } /* End if paid for object */
2875 } /* end of for loop */ 2663 } /* end of for loop */
2664
2876 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2666 * eat flesh instead.
2878 */ 2667 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2669 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2671 manual_apply (op, flesh, 0);
2883 } 2672 }
2884 } /* end if player is starving */ 2673 }
2885 2674
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2888 2677
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2679 kill_player (op);
2680 }
2891} 2681}
2892
2893
2894 2682
2895/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2686 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2716 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..."); 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2718
2931 /* restore player */ 2719 /* restore player */
2932 at = archetype::find ("poisoning"); 2720 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2722 {
2936 tmp->destroy (); 2723 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2725 }
2939 2726
2940 at = archetype::find ("confusion"); 2727 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2729 {
2944 tmp->destroy (); 2730 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2732 }
2947 2733
2949 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2736 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2737 op->stats.food = 999;
2952 2738
2953 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2741 {
2957 sprintf (buf, "%s's finger", &op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2743 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " 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); 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2747 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2751 }
2968 2752
2969 /* teleport defeated player to new destination */ 2753 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2755 op->contr->braced = 0;
2997 op->stats.hp = op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
2998 return; 2782 return;
2999 } 2783 }
3000 sprintf (buf, "%s died.", &op->name); 2784 sprintf (buf, "%s died.", &op->name);
3001 } 2785 }
2786
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2788
3004 /* save the map location for corpse, gravestone */ 2789 /* save the map location for corpse, gravestone */
3005 x = op->x; 2790 x = op->x;
3006 y = op->y; 2791 y = op->y;
3007 map = op->map; 2792 map = op->map;
3008 2793
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
3015 */ 2797 */
3016 2798
3017 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2801 * of death.
3020 */ 2802 */
3021#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2804 if (settings.balanced_stat_loss)
3023 { 2805 {
3024 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2808 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2811 little bit harder. */
3030 /* GD */ 2812 /* GD */
3031 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2814 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2815 else
3037 { 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
3038 num_stats_lose = 1; 2819 num_stats_lose = 1;
3039 } 2820
3040 lost_a_stat = 0; 2821 lost_a_stat = 0;
3041 2822
3042 for (z = 0; z < num_stats_lose; z++) 2823 for (z = 0; z < num_stats_lose; z++)
3043 { 2824 {
3044 i = RANDOM () % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
3045 2826
3046 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3047 { 2828 {
3048 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2830 * what he lost.
3050 */ 2831 */
3051 change_attr_value (&(op->stats), i, -1); 2832 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2833 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2837 lost_a_stat = 1;
2838 }
2839 else
2840 {
2841 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion");
2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2847 {
2848 dep = arch_to_object (deparch);
2849 insert_ob_in_ob (dep, op);
3057 } 2850 }
3058 else 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
3059 { 2853 {
3060 /* deplete a stat */ 2854 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2855 /* Get the stat that we're about to deplete. */
3062 object *dep; 2856 this_stat = get_attr_value (&(dep->stats), i);
3063 2857 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2858 {
3067 dep = arch_to_object (deparch); 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2860 int keep_chance = this_stat * this_stat;
3069 } 2861
3070 lose_this_stat = 1; 2862 /* 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) 2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2868 {
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; 2869 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2871 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 } 2872 }
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 */ 2873 else
3112 if (this_stat >= -50)
3113 { 2874 {
3114 change_attr_value (&(dep->stats), i, -1); 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2880 }
3120 } 2881 }
3121 } 2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2894 {
2895 change_attr_value (&(dep->stats), i, -1);
2896 SET_FLAG (dep, FLAG_APPLIED);
2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898 op->update_stats ();
2899 lost_a_stat = 1;
2900 }
3122 } 2901 }
2902 }
2903 }
3123 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2905 if (!lost_a_stat)
3125 { 2906 {
3126 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2908 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2909 const char *god = determine_god (op);
3129 2910
3130 if (god && (strcmp (god, "none"))) 2911 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); 2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2913 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2915 }
3135#else 2916#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2918#endif
3138 2919
3139 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2921 * exp loss on the stone.
3141 */ 2922 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2925 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2927 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); 2928 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; 2929 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2932
3152 /**************************************/ 2933 /**************************************/
3153 /* */ 2934 /* */
3154 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
3157 /* */ 2938 /* */
3158 /**************************************/ 2939 /**************************************/
3159 2940
3160 /* remove any poisoning and confusion the character may be suffering. */ 2941 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2942 /* restore player */
3162 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
3164 2945
3165 if (tmp) 2946 if (tmp)
3166 { 2947 {
3167 tmp->destroy (); 2948 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2950 }
3170 2951
3171 at = archetype::find ("confusion"); 2952 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2954 if (tmp)
3174 { 2955 {
3175 tmp->destroy (); 2956 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2958 }
3178 2959
3179 cure_disease (op, 0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
3180 2961
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2963 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2964 if (op->stats.food < 100)
3184 op->stats.food = 900; 2965 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2969
3189 /* 2970 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2973 * in the map.
3193 */ 2974 */
3194 2975
3195 if (is_in_shop (op)) 2976 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
3197 2978
3198 /****************************************/ 2979 /****************************************/
3199 /* */ 2980 /* */
3200 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
3202 /* */ 2983 /* */
3203 /****************************************/ 2984 /****************************************/
3204 2985
3205 enter_player_savebed (op); 2986 enter_player_savebed (op);
3206 2987
3207 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 2989 * chance of abuse.
3209 */ 2990 */
3210 op->contr->braced = 0; 2991 op->contr->braced = 0;
3211 save_player (op, 1); 2992 op->contr->save ();
3212 2993
3213 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2997 * on the space that might harm the player.
3217 */ 2998 */
3218 will_kill_again = 0; 2999 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
3222 3003
3223 if (will_kill_again) 3004 if (will_kill_again)
3224 { 3005 {
3225 object *force; 3006 object *force;
3226 int at; 3007 int at;
3227 3008
3228 force = get_archetype (FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3011 force->speed = 0.1;
3231 force->speed_left = -5.0; 3012 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3014 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3016 force->resist[at] = 100;
3236 3017
3237 insert_ob_in_ob (force, op); 3018 insert_ob_in_ob (force, op);
3238 fix_player (op); 3019 op->update_stats ();
3239 3020
3240 } 3021 }
3241 3022
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3023 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} 3024}
3311
3312 3025
3313void 3026void
3314loot_object (object *op) 3027loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3028{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3029 object *tmp, *tmp2, *next;
3317 3030
3318 if (op->container) 3031 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3032 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3033
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3034 for (tmp = op->inv; tmp; tmp = next)
3324 { 3035 {
3325 next = tmp->below; 3036 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3037
3038 if (tmp->invisible)
3327 continue; 3039 continue;
3040
3328 tmp->remove (); 3041 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3043 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3044 { /* empty container to ground */
3332 loot_object (tmp); 3045 loot_object (tmp);
3354 */ 3067 */
3355 3068
3356void 3069void
3357fix_weight (void) 3070fix_weight (void)
3358{ 3071{
3359 player *pl; 3072 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3073 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3075
3365 if (old == sum) 3076 if (old == sum)
3366 continue; 3077 continue;
3367 fix_player (pl->ob); 3078 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3080 }
3370} 3081}
3371 3082
3372void 3083void
3373fix_luck (void) 3084fix_luck (void)
3374{ 3085{
3375 player *pl; 3086 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3088 pl->ob->change_luck (0);
3380} 3089}
3381
3382 3090
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3386 */ 3094 */
3387
3388void 3095void
3389cast_dust (object *op, object *throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3390{ 3097{
3391 object *skop, *spob; 3098 object *skop, *spob;
3392 3099
3437 object *tmp = NULL; 3144 object *tmp = NULL;
3438 3145
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3147 return 1;
3441 3148
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; 3149 return 0;
3448} 3150}
3449 3151
3450/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3268 if (mflags & P_OUT_OF_MAP)
3567 continue; 3269 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3271 continue;
3570 3272
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3274 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3276 return 1;
3575 else if (tmp->type == PLAYER) 3277 else if (tmp->type == PLAYER)
3576 { 3278 {
3606 if (pl->type != PLAYER) 3308 if (pl->type != PLAYER)
3607 { 3309 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3310 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3311 return -1;
3610 } 3312 }
3313
3611 if (!pl || !op) 3314 if (!pl || !op)
3612 return 0; 3315 return 0;
3613 3316
3614 if (op->head)
3615 {
3616 op = op->head; 3317 op = op->head_ ();
3617 } 3318
3618 get_rangevector (pl, op, &rv, 0x1); 3319 get_rangevector (pl, op, &rv, 0x1);
3619 3320
3620 /* starting with the 'head' part, lets loop 3321 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3322 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3323 * part that is in the los array but isnt on
3630 3331
3631 /* only the viewable area the player sees is updated by LOS 3332 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3333 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3334 * for any meaningful values.
3634 */ 3335 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3339 return 1;
3639 op = op->more; 3340 op = op->more;
3640 } 3341 }
3641 return 0; 3342 return 0;
3642} 3343}
3828 { 3529 {
3829 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3531 object *skin;
3831 3532
3832 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3534 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); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3536 ;
3537
3834 if (skin == NULL) 3538 if (!skin)
3835 return; 3539 return;
3836 3540
3837 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3543 {

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