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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.70 by root, Tue Dec 26 20:04:09 2006 UTC

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 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
82 int comp; 52 int comp;
83 int size; 53 int size;
84 54
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 57 return;
89 } 58
90 motd[0] = '\0'; 59 motd[0] = '\0';
91 size = 0; 60 size = 0;
61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
66
96 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 68 size += strlen (buf);
98 } 69 }
70
99 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);
100 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
101} 73}
102 74
103void 75void
109 int comp; 81 int comp;
110 int size; 82 int size;
111 83
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 86 return;
116 } 87
117 rules[0] = '\0'; 88 rules[0] = '\0';
118 size = 0; 89 size = 0;
90
119 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
120 { 92 {
121 if (*buf == '#') 93 if (*buf == '#')
122 continue; 94 continue;
95
123 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
124 { 97 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 99 break;
127 } 100 }
101
128 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 103 size += strlen (buf);
130 } 104 }
105
131 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);
132 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
133} 108}
134 109
135void 110void
143 int size; 118 int size;
144 119
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 122 return;
123
148 news[0] = '\0'; 124 news[0] = '\0';
149 subject[0] = '\0'; 125 subject[0] = '\0';
150 size = 0; 126 size = 0;
127
151 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 129 {
153 if (*buf == '#') 130 if (*buf == '#')
154 continue; 131 continue;
132
155 if (*buf == '%') 133 if (*buf == '%')
156 { /* send one news */ 134 { /* send one news */
157 if (size > 0) 135 if (size > 0)
158 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 */
159 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180 158
181int 159/* This loads the first map an puts the player on it. */
182playername_ok (const char *cp) 160static void
161set_first_map (object *op)
183{ 162{
184 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
185 if (*cp == '-' || *cp == '_') 164 op->x = -1;
186 return 0; 165 op->y = -1;
187 166 enter_exit (op, 0);
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192} 167}
193 168
194/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
195 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
196 * Caller is responsible for setting the correct map. 171void
197 */ 172player::connect (client *ns)
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{ 173{
208 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
209 int i; 175 ns->pl = this;
210 176
211 /* Clears basically the entire player structure except 177 next = first_player;
212 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
213 */ 206 */
214 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
215 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
216 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 282 * we deal with that below this point.
218 */ 283 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 287
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
230 289
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10; 290 gen_sp_armour = 10;
249 p->last_speed = -1; 291 last_speed = -1;
250 p->shoottype = range_none; 292 shoottype = range_none;
251 p->bowtype = bow_normal; 293 bowtype = bow_normal;
252 p->petmode = pet_normal; 294 petmode = pet_normal;
253 p->listening = 10; 295 listening = 10;
254 p->usekeys = containers; 296 usekeys = containers;
255 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 299 do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265 300
266 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
269 * at zero. 304 * at zero.
270 */ 305 */
271 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 308
277 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 310 last_resist[i] = -1;
279 311
280 p->last_stats.exp = -1; 312 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 314}
288 315
289/* This loads the first map an puts the player on it. */ 316void
290static void 317player::do_destroy ()
291set_first_map (object *op)
292{ 318{
293 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
299/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
301 * mode. 371 * mode.
302 */ 372 */
303 373player *
304int 374player::create ()
305add_player (client *ns)
306{ 375{
307 player *p = new player; 376 player *pl = new player;
308 377
309 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 379
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob);
318
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 380 return pl;
327} 381}
328 382
329/* 383/*
330 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
340 { 394 {
341 if (at == NULL || at->next == NULL) 395 if (at == NULL || at->next == NULL)
342 at = first_archetype; 396 at = first_archetype;
343 else 397 else
344 at = at->next; 398 at = at->next;
399
345 if (at->clone.type == PLAYER) 400 if (at->clone.type == PLAYER)
346 return at; 401 return at;
402
347 if (at == start) 403 if (at == start)
348 { 404 {
349 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 406 exit (-1);
351 } 407 }
352 } 408 }
353} 409}
354 410
355
356object * 411object *
357get_nearest_player (object *mon) 412get_nearest_player (object *mon)
358{ 413{
359 object *op = NULL; 414 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 415 objectlink *ol;
362 unsigned lastdist; 416 unsigned lastdist;
363 rv_vector rv; 417 rv_vector rv;
364 418
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 451 {
398 op = ol->ob; 452 op = ol->ob;
399 lastdist = rv.distance; 453 lastdist = rv.distance;
400 } 454 }
401 } 455 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 456
403 { 457 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
408 { 460 {
409 op = pl->ob; 461 op = pl->ob;
410 lastdist = rv.distance; 462 lastdist = rv.distance;
411 } 463 }
412 } 464
413 }
414#if 0 465#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
686 link_player_skills (pl); 736 link_player_skills (pl);
687} 737}
688 738
689void 739void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
774{ 741{
775 if (party == NULL) 742 if (party == NULL)
776 { 743 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 745 return;
779 } 746 }
747
780 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 752}
785
786 753
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 755static int
789roll_stat (void) 756roll_stat (void)
790{ 757{
791 int a[4], i, j, k; 758 int a[4], i, j, k;
792 759
793 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 764 if (a[i] < k)
798 k = a[i], j = i; 765 k = a[i], j = i;
799 766
800 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 768 if (i != j)
803 k += a[i]; 769 k += a[i];
804 } 770
805 return k; 771 return k;
806} 772}
807 773
808void 774void
809roll_stats (object *op) 775object::roll_stats ()
810{ 776{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 777 int statsort [7];
814 778
815 do 779 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 780 {
826 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
827 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
828 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 791
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
861 799
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 800 stats.exp = 0;
873 op->stats.ac = 0; 801 stats.ac = 0;
874 802
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
883 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
884} 815}
885 816
886void 817void
887Roll_Again (object *op) 818object::swap_stats (int a, int b)
888{ 819{
889 esrv_new_player (op->contr, 0);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893
894void
895Swap_Stat (object *op, int Swap_Second)
896{
897 signed char tmp;
898 char buf[MAX_BUF];
899
900 if (op->contr->Swap_First == -1)
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 820 int tmp = get_attr_value (&contr->orig_stats, a);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 822 set_attr_value (&contr->orig_stats, b, tmp);
913 823
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 824 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 834 stats.ac = 0;
924 835
925 op->level = 1; 836 level = 1;
926 op->stats.exp = 0; 837 stats.exp = 0;
927 op->stats.ac = 0; 838 stats.ac = 0;
928 839
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
937 op->contr->orig_stats = op->stats; 850 contr->orig_stats = stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 { 851 }
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf);
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 852}
1015 853
1016/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1020 * not the class. 858 * not the class.
1021 */ 859 */
1022
1023int 860int
1024key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1025{ 862{
1026 int tmp_loop; 863 int tmp_loop;
1027 864
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 865 if (key == 'd' || key == 'D')
1035 { 866 {
1036 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1037 868
1038 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 874 create_treasure (tl, op, 0, 0, 0);
1044 875
1045 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1047 878
1048 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1049 880
1050 if (op->msg) 881 if (op->msg)
1051 op->msg = NULL; 882 op->msg = NULL;
1052 883
1053 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1062 start_info (op); 893 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 896 link_player_skills (op);
1066 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1067 fix_player (op); 898 op->update_stats ();
1068 899
1069 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1070 * is one for this race 901 * is one for this race
1071 */ 902 */
1072 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1084 * default initial map */ 915 * default initial map */
1085 tmp->destroy (); 916 tmp->destroy ();
1086 } 917 }
1087 else 918 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 920
1091 return 0; 921 return 0;
1092 } 922 }
1093 923
1094 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1099 while (!tmp_loop) 929 while (!tmp_loop)
1100 { 930 {
1101 shstr name = op->name; 931 shstr name = op->name;
1102 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1103 933
1104 remove_statbonus (op); 934 op->remove_statbonus ();
1105 op->remove (); 935 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 937 op->arch->clone.copy_to (op);
1108 op->instantiate (); 938 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1111 op->x = x; 941 op->x = x;
1112 op->y = y; 942 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 946 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1118 } 948 }
1119 949
1120 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 952 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 955 op->stats.grace = 0;
1126 956
1127 if (op->msg) 957 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 959
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 961 return 0;
1132} 962}
1133 963
1134int 964int
1135key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1136{ 966{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 968 {
1141 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 971 return 1;
1144 } 972 }
1145 973
1146 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1148 978
1149 terminate_all_pets (op); 979 terminate_all_pets (op);
1150 leave_map (op); 980 leave_map (op);
1151 op->direction = 0; 981 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 983
1154 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1155 check_score (op); 985 check_score (op);
1156 op->contr->party = NULL; 986 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1159 988
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 990
1164 /* We need to hunt for any per player unique maps in memory and 991 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional, 992 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 994 */
995 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 997
1170 { 998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1171 next = mp->next; 1000 next = mp->next;
1001
1172 if (!strncmp (mp->path, buf, strlen (buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 1003 delete_map (mp);
1174 } 1004 }
1175 1005
1176 delete_character (op->name, 1); 1006 delete_character (ob->name, 1);
1177 } 1007 ob->contr->destroy ();
1178 1008
1179 play_again (op);
1180 return 1; 1009 return 1;
1181} 1010}
1182 1011
1183void 1012void
1184flee_player (object *op) 1013flee_player (object *op)
1215 { 1044 {
1216 op->enemy = NULL; 1045 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1047 return;
1219 } 1048 }
1049
1220 get_rangevector (op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1221 1051
1222 dir = absdir (4 + rv.direction); 1052 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1053 for (diff = 0; diff < 3; diff++)
1224 { 1054 {
1225 int m = 1 - (RANDOM () & 2); 1055 int m = 1 - (RANDOM () & 2);
1226 1056
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1058 return;
1230 }
1231 } 1059 }
1060
1232 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1063 op->enemy = NULL;
1235} 1064}
1236 1065
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1153 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1158 }
1159
1358 /* philosophy: 1160 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1161 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1162 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1163 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1164 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1165 * example.
1364 * The drawback: right now it has no frontend, so you need to 1166 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1167 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1168 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1594 if (!dir)
1793 { 1595 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1597 return 0;
1796 } 1598 }
1599
1797 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1601 bow = op->contr->ranges[range_bow];
1799 else 1602 else
1800 { 1603 {
1801 for (bow = op->inv; bow; bow = bow->below) 1604 for (bow = op->inv; bow; bow = bow->below)
1809 { 1612 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1614 return 0;
1812 } 1615 }
1813 } 1616 }
1617
1814 if (!bow->race || !bow->skill) 1618 if (!bow->race || !bow->skill)
1815 { 1619 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1621 return 0;
1818 } 1622 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1625
1822 /* penalize ROF for bestarrow */ 1626 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1825 if (bowspeed < 1) 1630 if (bowspeed < 1)
1826 bowspeed = 1; 1631 bowspeed = 1;
1827 1632
1828 if (arrow == NULL) 1633 if (arrow == NULL)
1829 { 1634 {
1835 else 1640 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1641 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1642 return 0;
1838 } 1643 }
1839 } 1644 }
1645
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1647 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1648 return 0;
1844 } 1649
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1650 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1651 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1653 return 0;
1849 } 1654 }
1855 return 0; 1660 return 0;
1856 } 1661 }
1857 1662
1858 left = arrow; /* these are arrows left to the player */ 1663 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1664 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1665 if (!arrow)
1861 { 1666 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1668 return 0;
1864 } 1669 }
1670
1865 arrow->set_owner (op); 1671 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1672 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1673 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1674
1872 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1873 { 1676 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1678 op->update_stats ();
1876 } 1679 }
1877 1680
1878 SET_ANIMATION (arrow, arrow->direction); 1681 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1683 arrow->stats.hp = arrow->stats.dam;
1890 1693
1891 /* update the speed */ 1694 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1697
1895 if (arrow->speed < 1.0) 1698 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1699 arrow->speed_left = 0;
1899 1700
1900 if (op->type == PLAYER) 1701 if (op->type == PLAYER)
1901 { 1702 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1713 }
1913 1714
1914 if (arrow->attacktype == AT_PHYSICAL) 1715 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1916 1717
1917 if (bow->slaying != NULL) 1718 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1719 arrow->slaying = bow->slaying;
1919 1720
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1723
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1725 m->insert (arrow, sx, sy, op);
1926 1726
1927 if (!arrow->destroyed ()) 1727 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1728 move_arrow (arrow);
1929 1729
1930 if (op->type == PLAYER) 1730 if (op->type == PLAYER)
2035 1835
2036 if (item->arch) 1836 if (item->arch)
2037 { 1837 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
2040 item->speed = 0; 1840 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1841 }
1842
2043 if ((tmp = is_player_inv (item))) 1843 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1845 }
2046 } 1846 }
2047 else if (item->type == ROD || item->type == HORN) 1847 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1848 drain_rod_charge (item);
2050 }
2051 } 1849 }
2052} 1850}
2053 1851
2054/* Received a fire command for the player - go and do it. 1852/* Received a fire command for the player - go and do it.
2055 */ 1853 */
2198 * 0 otherwise 1996 * 0 otherwise
2199 */ 1997 */
2200static int 1998static int
2201player_attack_door (object *op, object *door) 1999player_attack_door (object *op, object *door)
2202{ 2000{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 2001 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 2002 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2003 * otherwise, we fall through to the rest of the code.
2207 */ 2004 */
2208 object *key = find_key (op, op, door); 2005 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2043 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2044 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2045 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2046 * going to try and move (not fire weapons).
2250 */ 2047 */
2251
2252void 2048void
2253move_player_attack (object *op, int dir) 2049move_player_attack (object *op, int dir)
2254{ 2050{
2255 object *tmp, *mon; 2051 object *tmp, *mon;
2256 sint16 nx, ny; 2052 sint16 nx, ny;
2258 maptile *m; 2054 maptile *m;
2259 2055
2260 nx = freearr_x[dir] + op->x; 2056 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2057 ny = freearr_y[dir] + op->y;
2262 2058
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2059 on_battleground = op_on_battleground (op, 0, 0);
2264 2060
2265 /* If braced, or can't move to the square, and it is not out of the 2061 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2062 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2063 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2064 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2076 return; /* Don't think this should happen */
2281 } 2077 }
2282 else 2078 else
2283 m = op->map; 2079 m = op->map;
2284 2080
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2082 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2084 return;
2289 } 2085 }
2290 2086
2291 mon = NULL; 2087 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2088 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2089 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2090 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2091 * on the space
2296 */ 2092 */
2297 while (tmp != NULL) 2093 while (tmp)
2298 { 2094 {
2299 if (tmp == op) 2095 if (tmp == op)
2300 { 2096 {
2301 tmp = tmp->above; 2097 tmp = tmp->above;
2302 continue; 2098 continue;
2312 mon = tmp; 2108 mon = tmp;
2313 2109
2314 tmp = tmp->above; 2110 tmp = tmp->above;
2315 } 2111 }
2316 2112
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2113 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2114 return; /* into a wall */
2319 2115
2320 if (mon->head != NULL) 2116 if (mon->head)
2321 mon = mon->head; 2117 mon = mon->head;
2322 2118
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2120 if (player_attack_door (op, mon))
2325 return; 2121 return;
2362 * attack them either. 2158 * attack them either.
2363 */ 2159 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2160 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2161 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2162#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2163 (op->contr->peaceful
2368 || (mon->type == PLAYER 2164 || (mon->type == PLAYER
2369 && mon->contr-> 2165 && mon->contr->
2370 peaceful)) && 2166 peaceful)) &&
2371#else 2167#else
2372 op->contr->peaceful && 2168 op->contr->peaceful &&
2373#endif 2169#endif
2374 !on_battleground)) 2170 !on_battleground))
2375 { 2171 {
2376 if (!op->contr->braced) 2172 if (!op->contr->braced)
2377 { 2173 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2175 (void) push_ob (mon, dir, op);
2380 } 2176 }
2381 else 2177 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2178 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2179
2385 if (op->contr->tmp_invis || op->hide) 2180 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2181 make_visible (op);
2387 } 2182 }
2388 2183
2389 /* If the object is a boulder or other rollable object, then 2184 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2212 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2213
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2215 }
2421 2216
2422 skill_attack (mon, op, 0, NULL, NULL); 2217 skill_attack (mon, op, 0, 0, 0);
2423 2218
2424 /* If attacking another player, that player gets automatic 2219 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2220 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2221 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2222 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2225 {
2431 short luck = mon->stats.luck; 2226 short luck = mon->stats.luck;
2432 2227
2433 mon->contr->has_hit = 1; 2228 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2229 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2230 mon->stats.luck = luck;
2436 } 2231 }
2232
2437 if (action_makes_visible (op)) 2233 if (action_makes_visible (op))
2438 make_visible (op); 2234 make_visible (op);
2439 } 2235 }
2440 } /* if player should attack something */ 2236 } /* if player should attack something */
2441} 2237}
2476 2272
2477 /* Add special check for newcs players and fire on - this way, the 2273 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2274 * server can handle repeat firing.
2479 */ 2275 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2276 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2277 op->direction = dir;
2483 }
2484 else 2278 else
2485 {
2486 op->direction = 0; 2279 op->direction = 0;
2487 } 2280
2488 /* Update how the player looks. Use the facing, so direction may 2281 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2282 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2283 * for players.
2491 */ 2284 */
2492 animate_object (op, op->facing); 2285 animate_object (op, op->facing);
2544 2337
2545 /* call this here - we also will call this in do_ericserver, but 2338 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2339 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2340 * called, so we recheck it here.
2548 */ 2341 */
2549 op->contr->socket->handle_command (); 2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2550 if (op->speed_left < 0) 2346 if (op->speed_left < 0)
2551 return 0; 2347 return 0;
2552 2348
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2349 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2350 {
2591 op->stats.hp = op->stats.maxhp; 2387 op->stats.hp = op->stats.maxhp;
2592 2388
2593 if (op->stats.food < 0) 2389 if (op->stats.food < 0)
2594 op->stats.food = 999; 2390 op->stats.food = 999;
2595 2391
2596 fix_player (op); 2392 op->update_stats ();
2597 return 1; 2393 return 1;
2598 } 2394 }
2599 2395
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2396 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2409{
2614 object *next; 2410 object *next;
2615 2411
2616 while (op) 2412 while (op)
2617 { 2413 {
2618 next = op->below; /* Make sure we have a good value, in case 2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2415
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2417 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2418 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2419 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2420
2421 op->insert_at (env);
2629 } 2422 }
2630 else if (op->inv) 2423 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2424 remove_unpaid_objects (op->inv, env);
2632 2425
2633 op = next; 2426 op = next;
2634 } 2427 }
2635} 2428}
2636
2637 2429
2638/* 2430/*
2639 * Returns pointer a static string containing gravestone text 2431 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2432 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2433 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2468 strcat (buf2, buf);
2677 2469
2678 return buf2; 2470 return buf2;
2679} 2471}
2680
2681
2682 2472
2683void 2473void
2684do_some_living (object *op) 2474do_some_living (object *op)
2685{ 2475{
2686 int last_food = op->stats.food; 2476 int last_food = op->stats.food;
2695 const int max_grace = 1; 2485 const int max_grace = 1;
2696 2486
2697 if (op->contr->outputs_sync) 2487 if (op->contr->outputs_sync)
2698 { 2488 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]); 2491 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2492 }
2703 2493
2704 if (op->contr->state == ST_PLAYING) 2494 if (op->contr->ns->state == ST_PLAYING)
2705 { 2495 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2496 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2497 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2498 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2499 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2500 else
2712 { 2501 {
2713 gen_hp = op->stats.maxhp; 2502 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2503 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2504 }
2505
2716 if (op->contr->gen_sp >= 0) 2506 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2507 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2508 else
2719 { 2509 {
2720 gen_sp = op->stats.maxsp; 2510 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2511 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2512 }
2513
2723 if (op->contr->gen_grace >= 0) 2514 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2516 else
2726 { 2517 {
2727 gen_grace = op->stats.maxgrace; 2518 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2534 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2536 op->stats.food = last_food;
2746 } 2537 }
2747 } 2538 }
2539
2748 if (max_sp > 1) 2540 if (max_sp > 1)
2749 { 2541 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2542 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2543 if (over_sp > 0)
2752 { 2544 {
2753 if (op->stats.sp < op->stats.maxsp) 2545 if (op->stats.sp < op->stats.maxsp)
2754 { 2546 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2550 op->stats.sp--;
2551
2758 if (op->stats.sp > op->stats.maxsp) 2552 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2553 op->stats.sp = op->stats.maxsp;
2760 } 2554 }
2761 op->last_sp = 0; 2555 op->last_sp = 0;
2762 } 2556 }
2763 else 2557 else
2764 {
2765 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);
2766 }
2767 } 2559 }
2768 else 2560 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2562 }
2773 2563
2774 /* Regenerate Grace */ 2564 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2565 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2566 if (--op->last_grace < 0)
2777 { 2567 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2568 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2569 op->stats.grace++; /* no penalty in food for regaining grace */
2570
2780 if (max_grace > 1) 2571 if (max_grace > 1)
2781 { 2572 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2573 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2574 if (over_grace > 0)
2784 { 2575 {
2812 op->stats.food += op->contr->digestion; 2603 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2604 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2605 op->stats.food = last_food;
2815 } 2606 }
2816 } 2607 }
2608
2817 if (max_hp > 1) 2609 if (max_hp > 1)
2818 { 2610 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2612 if (over_hp > 0)
2821 { 2613 {
2845 2637
2846 if (op->contr->gen_hp > 0) 2638 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2639 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2640 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642
2850 /* dms do not consume food */ 2643 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2644 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2645 op->stats.food--;
2853 } 2646 }
2854 }
2855 2647
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2648 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2649 {
2858 object *tmp, *flesh = NULL; 2650 object *tmp, *flesh = 0;
2859 2651
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2652 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2653 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2654 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2655 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2657 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2659 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2660 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2661 break;
2870 } 2662 }
2871 else if (tmp->type == FLESH) 2663 else if (tmp->type == FLESH)
2872 flesh = tmp; 2664 flesh = tmp;
2873 } /* End if paid for object */ 2665 } /* End if paid for object */
2874 } /* end of for loop */ 2666 } /* end of for loop */
2667
2875 /* If player is still starving, it means they don't have any food, so 2668 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2669 * eat flesh instead.
2877 */ 2670 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2672 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2673 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2674 manual_apply (op, flesh, 0);
2882 } 2675 }
2883 } /* end if player is starving */ 2676 }
2884 2677
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2678 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2679 op->stats.food++, op->stats.hp--;
2887 2680
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2682 kill_player (op);
2683 }
2890} 2684}
2891
2892
2893 2685
2894/* If the player should die (lack of hp, food, etc), we call this. 2686/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2687 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2688 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2689 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2719 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2721
2930 /* restore player */ 2722 /* restore player */
2931 at = archetype::find ("poisoning"); 2723 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2724 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2725 {
2935 tmp->destroy (); 2726 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2728 }
2938 2729
2939 at = archetype::find ("confusion"); 2730 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2731 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2732 {
2943 tmp->destroy (); 2733 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2735 }
2946 2736
2948 op->stats.hp = op->stats.maxhp; 2738 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2739 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2740 op->stats.food = 999;
2951 2741
2952 /* create a bodypart-trophy to make the winner happy */ 2742 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2743 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2744 {
2956 sprintf (buf, "%s's finger", &op->name); 2745 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2746 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2747 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2748 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2750 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2751 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2752 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2753 op->insert_at (tmp, op);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2754 }
2967 2755
2968 /* teleport defeated player to new destination */ 2756 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2757 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2758 op->contr->braced = 0;
2996 op->stats.hp = op->stats.maxhp; 2784 op->stats.hp = op->stats.maxhp;
2997 return; 2785 return;
2998 } 2786 }
2999 sprintf (buf, "%s died.", &op->name); 2787 sprintf (buf, "%s died.", &op->name);
3000 } 2788 }
2789
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2791
3003 /* save the map location for corpse, gravestone */ 2792 /* save the map location for corpse, gravestone */
3004 x = op->x; 2793 x = op->x;
3005 y = op->y; 2794 y = op->y;
3006 map = op->map; 2795 map = op->map;
3007 2796
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2797 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2798 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2799 * See the config.h file for a little more in depth detail about this.
3014 */ 2800 */
3015 2801
3016 /* Basically two ways to go - remove a stat permanently, or just 2802 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2803 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2804 * of death.
3019 */ 2805 */
3020#ifndef COZY_SERVER 2806#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2807 if (settings.balanced_stat_loss)
3022 { 2808 {
3023 /* If stat loss is permanent, lose one stat only. */ 2809 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2810 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2811 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2812 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2813 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2814 little bit harder. */
3029 /* GD */ 2815 /* GD */
3030 if (settings.stat_loss_on_death) 2816 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2817 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2818 else
3036 { 2819 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2820 }
2821 else
3037 num_stats_lose = 1; 2822 num_stats_lose = 1;
3038 } 2823
3039 lost_a_stat = 0; 2824 lost_a_stat = 0;
3040 2825
3041 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3042 { 2827 {
3043 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3044 2829
3045 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3046 { 2831 {
3047 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2833 * what he lost.
3049 */ 2834 */
3050 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3056 } 2853 }
3057 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3058 { 2856 {
3059 /* deplete a stat */ 2857 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3061 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3062 2860 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2861 {
3066 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3068 } 2864
3069 lose_this_stat = 1; 2865 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2871 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2872 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2874 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2875 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2876 else
3111 if (this_stat >= -50)
3112 { 2877 {
3113 change_attr_value (&(dep->stats), i, -1); 2878 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2883 }
3119 } 2884 }
3120 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3121 } 2904 }
2905 }
2906 }
3122 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2908 if (!lost_a_stat)
3124 { 2909 {
3125 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3128 2913
3129 if (god && (strcmp (god, "none"))) 2914 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2916 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2918 }
3134#else 2919#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2921#endif
3137 2922
3138 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2924 * exp loss on the stone.
3140 */ 2925 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2928 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2930 tmp->name_pl = buf;
3146 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2931 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2932 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2935
3151 /**************************************/ 2936 /**************************************/
3152 /* */ 2937 /* */
3153 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3156 /* */ 2941 /* */
3157 /**************************************/ 2942 /**************************************/
3158 2943
3159 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2945 /* restore player */
3161 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3163 2948
3164 if (tmp) 2949 if (tmp)
3165 { 2950 {
3166 tmp->destroy (); 2951 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2953 }
3169 2954
3170 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2957 if (tmp)
3173 { 2958 {
3174 tmp->destroy (); 2959 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2961 }
3177 2962
3178 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3179 2964
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3183 op->stats.food = 900; 2968 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2972
3188 /* 2973 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2974 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2975 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2976 * in the map.
3192 */ 2977 */
3193 2978
3194 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3196 2981
3197 /****************************************/ 2982 /****************************************/
3198 /* */ 2983 /* */
3199 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3201 /* */ 2986 /* */
3202 /****************************************/ 2987 /****************************************/
3203 2988
3204 enter_player_savebed (op); 2989 enter_player_savebed (op);
3205 2990
3206 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 2992 * chance of abuse.
3208 */ 2993 */
3209 op->contr->braced = 0; 2994 op->contr->braced = 0;
3210 save_player (op, 1); 2995 op->contr->save ();
3211 2996
3212 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3000 * on the space that might harm the player.
3216 */ 3001 */
3217 will_kill_again = 0; 3002 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3221 3006
3222 if (will_kill_again) 3007 if (will_kill_again)
3223 { 3008 {
3224 object *force; 3009 object *force;
3225 int at; 3010 int at;
3226 3011
3227 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3014 force->speed = 0.1;
3230 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3019 force->resist[at] = 100;
3235 3020
3236 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3237 fix_player (op); 3022 op->update_stats ();
3238 3023
3239 } 3024 }
3240 3025
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 3027}
3310
3311 3028
3312void 3029void
3313loot_object (object *op) 3030loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3316 3033
3317 if (op->container) 3034 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3036
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3323 { 3038 {
3324 next = tmp->below; 3039 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3326 continue; 3042 continue;
3043
3327 tmp->remove (); 3044 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3047 { /* empty container to ground */
3331 loot_object (tmp); 3048 loot_object (tmp);
3353 */ 3070 */
3354 3071
3355void 3072void
3356fix_weight (void) 3073fix_weight (void)
3357{ 3074{
3358 player *pl; 3075 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3076 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3078
3364 if (old == sum) 3079 if (old == sum)
3365 continue; 3080 continue;
3366 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3083 }
3369} 3084}
3370 3085
3371void 3086void
3372fix_luck (void) 3087fix_luck (void)
3373{ 3088{
3374 player *pl; 3089 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3379} 3092}
3380
3381 3093
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3385 */ 3097 */
3386
3387void 3098void
3388cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3389{ 3100{
3390 object *skop, *spob; 3101 object *skop, *spob;
3391 3102
3436 object *tmp = NULL; 3147 object *tmp = NULL;
3437 3148
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3150 return 1;
3440 3151
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3152 return 0;
3447} 3153}
3448 3154
3449/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3566 continue; 3272 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3274 continue;
3569 3275
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3277 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3279 return 1;
3574 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3575 { 3281 {
3629 3335
3630 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3338 * for any meaningful values.
3633 */ 3339 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3343 return 1;
3638 op = op->more; 3344 op = op->more;
3639 } 3345 }
3640 return 0; 3346 return 0;
3641} 3347}
3827 { 3533 {
3828 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3535 object *skin;
3830 3536
3831 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3833 if (skin == NULL) 3542 if (!skin)
3834 return; 3543 return;
3835 3544
3836 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3547 {

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