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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 1.72 by root, Wed Dec 27 15:04:39 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
235 esrv_new_player (this, ob->weight + ob->carrying);
236
237 ob->update_stats ();
238 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0);
242
243 enter_exit (ob, 0);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 //TODO: don't be so harsh and destroy :)
255 if (ns)
256 {
257 if (enable_save)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259
260 client *ns = this->ns;
261 ns->send_packet ("goodbye");
262 ns->flush ();
263 ns->pl = 0;
264 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 }
269}
270
271// the need for this function can be explained
272// by load_object not returning the object
273void
274player::set_object (object *op)
275{
276 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */
278
279 ob->speed_left = 0.5;
280 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288}
289
290player::player ()
291{
216 /* There are some elements we want initialized to non zero value - 292 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 293 * we deal with that below this point.
218 */ 294 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 295 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 296 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 297 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 298
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 299 assign (savebed_map, first_map_path); /* Init. respawn position */
230 300
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; 301 gen_sp_armour = 10;
249 p->last_speed = -1; 302 last_speed = -1;
250 p->shoottype = range_none; 303 shoottype = range_none;
251 p->bowtype = bow_normal; 304 bowtype = bow_normal;
252 p->petmode = pet_normal; 305 petmode = pet_normal;
253 p->listening = 10; 306 listening = 10;
254 p->usekeys = containers; 307 usekeys = containers;
255 p->last_weapon_sp = -1; 308 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 309 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 310 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);
265 311
266 /* we need to clear these to -1 and not zero - otherwise, 312 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 313 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 314 * send new values to the client, as things like exp start
269 * at zero. 315 * at zero.
270 */ 316 */
271 for (i = 0; i < NUM_SKILLS; i++) 317 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 318 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 319
277 for (i = 0; i < NROFATTACKS; i++) 320 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 321 last_resist[i] = -1;
279 322
280 p->last_stats.exp = -1; 323 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 324 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 325}
288 326
289/* This loads the first map an puts the player on it. */ 327void
290static void 328player::do_destroy ()
291set_first_map (object *op)
292{ 329{
293 strcpy (op->contr->maplevel, first_map_path); 330 disconnect ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 331
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
299/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
301 * mode. 372 * mode.
302 */ 373 */
303 374player *
304int 375player::create ()
305add_player (client *ns)
306{ 376{
307 player *p = new player; 377 player *pl = new player;
308 378
309 p->socket = ns; 379 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 380
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; 381 return pl;
327} 382}
328 383
329/* 384/*
330 * get_player_archetype() return next player archetype from archetype 385 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 386 * list. Not very efficient routine, but used only creating new players.
340 { 395 {
341 if (at == NULL || at->next == NULL) 396 if (at == NULL || at->next == NULL)
342 at = first_archetype; 397 at = first_archetype;
343 else 398 else
344 at = at->next; 399 at = at->next;
400
345 if (at->clone.type == PLAYER) 401 if (at->clone.type == PLAYER)
346 return at; 402 return at;
403
347 if (at == start) 404 if (at == start)
348 { 405 {
349 LOG (llevError, "No Player archetypes\n"); 406 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 407 exit (-1);
351 } 408 }
352 } 409 }
353} 410}
354 411
355
356object * 412object *
357get_nearest_player (object *mon) 413get_nearest_player (object *mon)
358{ 414{
359 object *op = NULL; 415 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 416 objectlink *ol;
362 unsigned lastdist; 417 unsigned lastdist;
363 rv_vector rv; 418 rv_vector rv;
364 419
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 452 {
398 op = ol->ob; 453 op = ol->ob;
399 lastdist = rv.distance; 454 lastdist = rv.distance;
400 } 455 }
401 } 456 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 457
403 { 458 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 459 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 460 if (lastdist > rv.distance)
408 { 461 {
409 op = pl->ob; 462 op = pl->ob;
410 lastdist = rv.distance; 463 lastdist = rv.distance;
411 } 464 }
412 } 465
413 }
414#if 0 466#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 467 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 468#endif
417 return op; 469 return op;
418} 470}
436 * circling behaviour. Unfortunately, this function is also used to determined 488 * 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 489 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 490 * is probably not a good thing.
439 */ 491 */
440#define MAX_SPACES 50 492#define MAX_SPACES 50
441
442 493
443/* 494/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 495 * 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 496 * 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 497 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 736 /* Need to set up the skill pointers */
686 link_player_skills (pl); 737 link_player_skills (pl);
687} 738}
688 739
689void 740void
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) 741get_party_password (object *op, partylist *party)
774{ 742{
775 if (party == NULL) 743 if (party == NULL)
776 { 744 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 745 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 746 return;
779 } 747 }
748
780 op->contr->write_buf[0] = '\0'; 749 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 750 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 751 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 752 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 753}
785
786 754
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 755/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 756static int
789roll_stat (void) 757roll_stat (void)
790{ 758{
791 int a[4], i, j, k; 759 int a[4], i, j, k;
792 760
793 for (i = 0; i < 4; i++) 761 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 764 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 765 if (a[i] < k)
798 k = a[i], j = i; 766 k = a[i], j = i;
799 767
800 for (i = 0, k = 0; i < 4; i++) 768 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 769 if (i != j)
803 k += a[i]; 770 k += a[i];
804 } 771
805 return k; 772 return k;
806} 773}
807 774
808void 775void
809roll_stats (object *op) 776object::roll_stats ()
810{ 777{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 778 int statsort [7];
814 779
815 do 780 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 } 781 {
826 while (sum < 82 || sum > 116); 782 int sum = 0;
783 for (int i = 7; i--; )
784 sum += statsort [i] = roll_stat ();
827 785
786 if (sum >= 82 && sum <= 116)
787 break;
788 }
789
828 /* Sort the stats so that rerolling is easier... */ 790 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 791 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;
836 792
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]; 793 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 794 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 795 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 796 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 797 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 798 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 799 stats.Cha = statsort[6];
861 800
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; 801 stats.exp = 0;
873 op->stats.ac = 0; 802 stats.ac = 0;
874 803
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; 804 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 805 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 806 stats.grace = stats.maxgrace;
807
808 if (contr)
809 {
810 contr->levhp[1] = 9;
811 contr->levsp[1] = 6;
812 contr->levgrace[1] = 3;
813
883 op->contr->orig_stats = op->stats; 814 contr->orig_stats = stats;
815 }
884} 816}
885 817
886void 818void
887Roll_Again (object *op) 819object::swap_stats (int a, int b)
888{ 820{
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); 821 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)); 822 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); 823 set_attr_value (&contr->orig_stats, b, tmp);
913 824
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; 825 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 826 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 827 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 828 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 829 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 830 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 831 stats.Cha = contr->orig_stats.Cha;
832
833 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 835 stats.ac = 0;
924 836
925 op->level = 1; 837 level = 1;
926 op->stats.exp = 0; 838 stats.exp = 0;
927 op->stats.ac = 0; 839 stats.ac = 0;
928 840
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; 841 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 842 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 843 stats.grace = stats.maxgrace;
844
845 if (contr)
846 {
847 contr->levhp[1] = 9;
848 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3;
850
937 op->contr->orig_stats = op->stats; 851 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 { 852 }
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} 853}
1015 854
1016/* This function takes the key that is passed, and does the 855/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 856 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 857 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 858 * separate race and class; this actually changes the RACE,
1020 * not the class. 859 * not the class.
1021 */ 860 */
1022
1023int 861int
1024key_change_class (object *op, char key) 862key_change_class (object *op, char key)
1025{ 863{
1026 int tmp_loop; 864 int tmp_loop;
1027 865
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 866 if (key == 'd' || key == 'D')
1035 { 867 {
1036 char buf[MAX_BUF]; 868 char buf[MAX_BUF];
1037 869
1038 /* this must before then initial items are given */ 870 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 875 create_treasure (tl, op, 0, 0, 0);
1044 876
1045 INVOKE_PLAYER (BIRTH, op->contr); 877 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 878 INVOKE_PLAYER (LOGIN, op->contr);
1047 879
1048 op->contr->state = ST_PLAYING; 880 op->contr->ns->state = ST_PLAYING;
1049 881
1050 if (op->msg) 882 if (op->msg)
1051 op->msg = NULL; 883 op->msg = NULL;
1052 884
1053 /* We create this now because some of the unique maps will need it 885 /* We create this now because some of the unique maps will need it
1062 start_info (op); 894 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 895 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 896 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 897 link_player_skills (op);
1066 esrv_send_inventory (op, op); 898 esrv_send_inventory (op, op);
1067 fix_player (op); 899 op->update_stats ();
1068 900
1069 /* This moves the player to a different start map, if there 901 /* This moves the player to a different start map, if there
1070 * is one for this race 902 * is one for this race
1071 */ 903 */
1072 if (*first_map_ext_path) 904 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 915 * if the map isn't there, then stay on the
1084 * default initial map */ 916 * default initial map */
1085 tmp->destroy (); 917 tmp->destroy ();
1086 } 918 }
1087 else 919 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 920 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 921
1091 return 0; 922 return 0;
1092 } 923 }
1093 924
1094 /* Following actually changes the race - this is the default command 925 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 926 * if we don't match with one of the options above.
1099 while (!tmp_loop) 930 while (!tmp_loop)
1100 { 931 {
1101 shstr name = op->name; 932 shstr name = op->name;
1102 int x = op->x, y = op->y; 933 int x = op->x, y = op->y;
1103 934
1104 remove_statbonus (op); 935 op->remove_statbonus ();
1105 op->remove (); 936 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 937 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 938 op->arch->clone.copy_to (op);
1108 op->instantiate (); 939 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 940 op->stats = op->contr->orig_stats;
1111 op->x = x; 942 op->x = x;
1112 op->y = y; 943 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 944 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 945 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 946 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 947 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 948 tmp_loop = allowed_class (op);
1118 } 949 }
1119 950
1120 update_object (op, UP_OBJ_FACE); 951 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 952 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 953 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 954 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 955 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 956 op->stats.grace = 0;
1126 957
1127 if (op->msg) 958 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 959 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 960
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 961 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; 962 return 0;
1132} 963}
1133 964
1134int 965int
1135key_confirm_quit (object *op, char key) 966key_confirm_quit (object *op, char key)
1136{ 967{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 969 {
1141 op->contr->state = ST_PLAYING; 970 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 972 return 1;
1144 } 973 }
1145 974
1146 INVOKE_PLAYER (LOGOUT, op->contr); 975 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr); 976 INVOKE_PLAYER (QUIT, op->contr);
977
978 op->contr->enable_save = false;
1148 979
1149 terminate_all_pets (op); 980 terminate_all_pets (op);
1150 leave_map (op); 981 leave_map (op);
1151 op->direction = 0; 982 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 984
1154 strcpy (op->contr->killer, "quit"); 985 strcpy (op->contr->killer, "quit");
1155 check_score (op); 986 check_score (op);
1156 op->contr->party = NULL; 987 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 988 op->contr->own_title[0] = '\0';
1159 989
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 990 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 991
1164 /* We need to hunt for any per player unique maps in memory and 992 /* 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, 993 * 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 994 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 995 */
996 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 998
1170 { 999 for_all_maps (mp)
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf))) 1000 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 1001 delete_map (mp);
1174 }
1175 1002
1176 delete_character (op->name, 1); 1003 delete_character (ob->name, 1);
1177 } 1004 ob->contr->destroy ();
1178 1005
1179 play_again (op);
1180 return 1; 1006 return 1;
1181} 1007}
1182 1008
1183void 1009void
1184flee_player (object *op) 1010flee_player (object *op)
1215 { 1041 {
1216 op->enemy = NULL; 1042 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1044 return;
1219 } 1045 }
1046
1220 get_rangevector (op, op->enemy, &rv, 0); 1047 get_rangevector (op, op->enemy, &rv, 0);
1221 1048
1222 dir = absdir (4 + rv.direction); 1049 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1050 for (diff = 0; diff < 3; diff++)
1224 { 1051 {
1225 int m = 1 - (RANDOM () & 2); 1052 int m = 1 - (RANDOM () & 2);
1226 1053
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1054 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1055 return;
1230 }
1231 } 1056 }
1057
1232 /* Cornered, get rid of scared */ 1058 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1059 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1060 op->enemy = NULL;
1235} 1061}
1236 1062
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1148 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)))); 1149 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1150 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 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)))); 1152 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1154 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 } 1155 }
1156
1358 /* philosophy: 1157 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1158 * 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 1159 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1160 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1161 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1162 * example.
1364 * The drawback: right now it has no frontend, so you need to 1163 * 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 1164 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1165 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1591 if (!dir)
1793 { 1592 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1593 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1594 return 0;
1796 } 1595 }
1596
1797 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1598 bow = op->contr->ranges[range_bow];
1799 else 1599 else
1800 { 1600 {
1801 for (bow = op->inv; bow; bow = bow->below) 1601 for (bow = op->inv; bow; bow = bow->below)
1809 { 1609 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1611 return 0;
1812 } 1612 }
1813 } 1613 }
1614
1814 if (!bow->race || !bow->skill) 1615 if (!bow->race || !bow->skill)
1815 { 1616 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1618 return 0;
1818 } 1619 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1622
1822 /* penalize ROF for bestarrow */ 1623 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1825 if (bowspeed < 1) 1627 if (bowspeed < 1)
1826 bowspeed = 1; 1628 bowspeed = 1;
1827 1629
1828 if (arrow == NULL) 1630 if (arrow == NULL)
1829 { 1631 {
1835 else 1637 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1638 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1639 return 0;
1838 } 1640 }
1839 } 1641 }
1642
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1644 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1645 return 0;
1844 } 1646
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1647 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1648 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1650 return 0;
1849 } 1651 }
1855 return 0; 1657 return 0;
1856 } 1658 }
1857 1659
1858 left = arrow; /* these are arrows left to the player */ 1660 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1661 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1662 if (!arrow)
1861 { 1663 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1665 return 0;
1864 } 1666 }
1667
1865 arrow->set_owner (op); 1668 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1669 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1670 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1671
1872 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1873 { 1673 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1675 op->update_stats ();
1876 } 1676 }
1877 1677
1878 SET_ANIMATION (arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1890 1690
1891 /* update the speed */ 1691 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1692 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; 1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1694
1895 if (arrow->speed < 1.0) 1695 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1696 arrow->speed_left = 0;
1899 1697
1900 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1901 { 1699 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1700 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1710 }
1913 1711
1914 if (arrow->attacktype == AT_PHYSICAL) 1712 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1713 arrow->attacktype |= bow->attacktype;
1916 1714
1917 if (bow->slaying != NULL) 1715 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1716 arrow->slaying = bow->slaying;
1919 1717
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1718 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1719 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1720
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1721 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1722 m->insert (arrow, sx, sy, op);
1926 1723
1927 if (!arrow->destroyed ()) 1724 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1725 move_arrow (arrow);
1929 1726
1930 if (op->type == PLAYER) 1727 if (op->type == PLAYER)
2035 1832
2036 if (item->arch) 1833 if (item->arch)
2037 { 1834 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
2040 item->speed = 0; 1837 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1838 }
1839
2043 if ((tmp = is_player_inv (item))) 1840 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1842 }
2046 } 1843 }
2047 else if (item->type == ROD || item->type == HORN) 1844 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1845 drain_rod_charge (item);
2050 }
2051 } 1846 }
2052} 1847}
2053 1848
2054/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
2055 */ 1850 */
2198 * 0 otherwise 1993 * 0 otherwise
2199 */ 1994 */
2200static int 1995static int
2201player_attack_door (object *op, object *door) 1996player_attack_door (object *op, object *door)
2202{ 1997{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1999 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
2207 */ 2001 */
2208 object *key = find_key (op, op, door); 2002 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2250 */ 2044 */
2251
2252void 2045void
2253move_player_attack (object *op, int dir) 2046move_player_attack (object *op, int dir)
2254{ 2047{
2255 object *tmp, *mon; 2048 object *tmp, *mon;
2256 sint16 nx, ny; 2049 sint16 nx, ny;
2258 maptile *m; 2051 maptile *m;
2259 2052
2260 nx = freearr_x[dir] + op->x; 2053 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2054 ny = freearr_y[dir] + op->y;
2262 2055
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2264 2057
2265 /* If braced, or can't move to the square, and it is not out of the 2058 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2059 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2060 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2061 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2073 return; /* Don't think this should happen */
2281 } 2074 }
2282 else 2075 else
2283 m = op->map; 2076 m = op->map;
2284 2077
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2079 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2081 return;
2289 } 2082 }
2290 2083
2291 mon = NULL; 2084 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2085 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2086 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2087 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2088 * on the space
2296 */ 2089 */
2297 while (tmp != NULL) 2090 while (tmp)
2298 { 2091 {
2299 if (tmp == op) 2092 if (tmp == op)
2300 { 2093 {
2301 tmp = tmp->above; 2094 tmp = tmp->above;
2302 continue; 2095 continue;
2312 mon = tmp; 2105 mon = tmp;
2313 2106
2314 tmp = tmp->above; 2107 tmp = tmp->above;
2315 } 2108 }
2316 2109
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2110 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2111 return; /* into a wall */
2319 2112
2320 if (mon->head != NULL) 2113 if (mon->head)
2321 mon = mon->head; 2114 mon = mon->head;
2322 2115
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2117 if (player_attack_door (op, mon))
2325 return; 2118 return;
2362 * attack them either. 2155 * attack them either.
2363 */ 2156 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2159#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2160 (op->contr->peaceful
2368 || (mon->type == PLAYER 2161 || (mon->type == PLAYER
2369 && mon->contr-> 2162 && mon->contr->
2370 peaceful)) && 2163 peaceful)) &&
2371#else 2164#else
2372 op->contr->peaceful && 2165 op->contr->peaceful &&
2373#endif 2166#endif
2374 !on_battleground)) 2167 !on_battleground))
2375 { 2168 {
2376 if (!op->contr->braced) 2169 if (!op->contr->braced)
2377 { 2170 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2172 (void) push_ob (mon, dir, op);
2380 } 2173 }
2381 else 2174 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2175 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2176
2385 if (op->contr->tmp_invis || op->hide) 2177 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2178 make_visible (op);
2387 } 2179 }
2388 2180
2389 /* If the object is a boulder or other rollable object, then 2181 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2209 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2210
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2212 }
2421 2213
2422 skill_attack (mon, op, 0, NULL, NULL); 2214 skill_attack (mon, op, 0, 0, 0);
2423 2215
2424 /* If attacking another player, that player gets automatic 2216 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2217 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2218 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2219 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2222 {
2431 short luck = mon->stats.luck; 2223 short luck = mon->stats.luck;
2432 2224
2433 mon->contr->has_hit = 1; 2225 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2226 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2227 mon->stats.luck = luck;
2436 } 2228 }
2229
2437 if (action_makes_visible (op)) 2230 if (action_makes_visible (op))
2438 make_visible (op); 2231 make_visible (op);
2439 } 2232 }
2440 } /* if player should attack something */ 2233 } /* if player should attack something */
2441} 2234}
2476 2269
2477 /* Add special check for newcs players and fire on - this way, the 2270 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2271 * server can handle repeat firing.
2479 */ 2272 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2274 op->direction = dir;
2483 }
2484 else 2275 else
2485 {
2486 op->direction = 0; 2276 op->direction = 0;
2487 } 2277
2488 /* Update how the player looks. Use the facing, so direction may 2278 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2279 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2280 * for players.
2491 */ 2281 */
2492 animate_object (op, op->facing); 2282 animate_object (op, op->facing);
2544 2334
2545 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2337 * called, so we recheck it here.
2548 */ 2338 */
2549 op->contr->socket->handle_command (); 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342
2550 if (op->speed_left < 0) 2343 if (op->speed_left < 0)
2551 return 0; 2344 return 0;
2552 2345
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2346 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2347 {
2591 op->stats.hp = op->stats.maxhp; 2384 op->stats.hp = op->stats.maxhp;
2592 2385
2593 if (op->stats.food < 0) 2386 if (op->stats.food < 0)
2594 op->stats.food = 999; 2387 op->stats.food = 999;
2595 2388
2596 fix_player (op); 2389 op->update_stats ();
2597 return 1; 2390 return 1;
2598 } 2391 }
2599 2392
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2406{
2614 object *next; 2407 object *next;
2615 2408
2616 while (op) 2409 while (op)
2617 { 2410 {
2618 next = op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2412
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2414 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2417
2418 op->insert_at (env);
2629 } 2419 }
2630 else if (op->inv) 2420 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2632 2422
2633 op = next; 2423 op = next;
2634 } 2424 }
2635} 2425}
2636
2637 2426
2638/* 2427/*
2639 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2465 strcat (buf2, buf);
2677 2466
2678 return buf2; 2467 return buf2;
2679} 2468}
2680
2681
2682 2469
2683void 2470void
2684do_some_living (object *op) 2471do_some_living (object *op)
2685{ 2472{
2686 int last_food = op->stats.food; 2473 int last_food = op->stats.food;
2695 const int max_grace = 1; 2482 const int max_grace = 1;
2696 2483
2697 if (op->contr->outputs_sync) 2484 if (op->contr->outputs_sync)
2698 { 2485 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2489 }
2703 2490
2704 if (op->contr->state == ST_PLAYING) 2491 if (op->contr->ns->state == ST_PLAYING)
2705 { 2492 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2495 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2497 else
2712 { 2498 {
2713 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2501 }
2502
2716 if (op->contr->gen_sp >= 0) 2503 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2505 else
2719 { 2506 {
2720 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2509 }
2510
2723 if (op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2513 else
2726 { 2514 {
2727 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2533 op->stats.food = last_food;
2746 } 2534 }
2747 } 2535 }
2536
2748 if (max_sp > 1) 2537 if (max_sp > 1)
2749 { 2538 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2539 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2540 if (over_sp > 0)
2752 { 2541 {
2753 if (op->stats.sp < op->stats.maxsp) 2542 if (op->stats.sp < op->stats.maxsp)
2754 { 2543 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2547 op->stats.sp--;
2548
2758 if (op->stats.sp > op->stats.maxsp) 2549 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2550 op->stats.sp = op->stats.maxsp;
2760 } 2551 }
2761 op->last_sp = 0; 2552 op->last_sp = 0;
2762 } 2553 }
2763 else 2554 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2556 }
2768 else 2557 else
2769 {
2770 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);
2771 }
2772 } 2559 }
2773 2560
2774 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2563 if (--op->last_grace < 0)
2777 { 2564 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2780 if (max_grace > 1) 2568 if (max_grace > 1)
2781 { 2569 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2571 if (over_grace > 0)
2784 { 2572 {
2812 op->stats.food += op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2601 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2602 op->stats.food = last_food;
2815 } 2603 }
2816 } 2604 }
2605
2817 if (max_hp > 1) 2606 if (max_hp > 1)
2818 { 2607 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2609 if (over_hp > 0)
2821 { 2610 {
2845 2634
2846 if (op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2637 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2850 /* dms do not consume food */ 2640 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2642 op->stats.food--;
2853 } 2643 }
2854 }
2855 2644
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2646 {
2858 object *tmp, *flesh = NULL; 2647 object *tmp, *flesh = 0;
2859 2648
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2650 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2652 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2656 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2658 break;
2870 } 2659 }
2871 else if (tmp->type == FLESH) 2660 else if (tmp->type == FLESH)
2872 flesh = tmp; 2661 flesh = tmp;
2873 } /* End if paid for object */ 2662 } /* End if paid for object */
2874 } /* end of for loop */ 2663 } /* end of for loop */
2664
2875 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2666 * eat flesh instead.
2877 */ 2667 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2669 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2671 manual_apply (op, flesh, 0);
2882 } 2672 }
2883 } /* end if player is starving */ 2673 }
2884 2674
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2887 2677
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2679 kill_player (op);
2680 }
2890} 2681}
2891
2892
2893 2682
2894/* If the player should die (lack of hp, food, etc), we call this. 2683/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2684 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2685 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2686 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2716 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2718
2930 /* restore player */ 2719 /* restore player */
2931 at = archetype::find ("poisoning"); 2720 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2722 {
2935 tmp->destroy (); 2723 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2725 }
2938 2726
2939 at = archetype::find ("confusion"); 2727 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2729 {
2943 tmp->destroy (); 2730 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2732 }
2946 2733
2948 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2736 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2737 op->stats.food = 999;
2951 2738
2952 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2741 {
2956 sprintf (buf, "%s's finger", &op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2743 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2747 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2751 }
2967 2752
2968 /* teleport defeated player to new destination */ 2753 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2755 op->contr->braced = 0;
2996 op->stats.hp = op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
2997 return; 2782 return;
2998 } 2783 }
2999 sprintf (buf, "%s died.", &op->name); 2784 sprintf (buf, "%s died.", &op->name);
3000 } 2785 }
2786
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2788
3003 /* save the map location for corpse, gravestone */ 2789 /* save the map location for corpse, gravestone */
3004 x = op->x; 2790 x = op->x;
3005 y = op->y; 2791 y = op->y;
3006 map = op->map; 2792 map = op->map;
3007 2793
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2795 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2796 * See the config.h file for a little more in depth detail about this.
3014 */ 2797 */
3015 2798
3016 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2801 * of death.
3019 */ 2802 */
3020#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2804 if (settings.balanced_stat_loss)
3022 { 2805 {
3023 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2808 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2811 little bit harder. */
3029 /* GD */ 2812 /* GD */
3030 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2814 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2815 else
3036 { 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
3037 num_stats_lose = 1; 2819 num_stats_lose = 1;
3038 } 2820
3039 lost_a_stat = 0; 2821 lost_a_stat = 0;
3040 2822
3041 for (z = 0; z < num_stats_lose; z++) 2823 for (z = 0; z < num_stats_lose; z++)
3042 { 2824 {
3043 i = RANDOM () % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
3044 2826
3045 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3046 { 2828 {
3047 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2830 * what he lost.
3049 */ 2831 */
3050 change_attr_value (&(op->stats), i, -1); 2832 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2833 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2837 lost_a_stat = 1;
2838 }
2839 else
2840 {
2841 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion");
2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2847 {
2848 dep = arch_to_object (deparch);
2849 insert_ob_in_ob (dep, op);
3056 } 2850 }
3057 else 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
3058 { 2853 {
3059 /* deplete a stat */ 2854 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2855 /* Get the stat that we're about to deplete. */
3061 object *dep; 2856 this_stat = get_attr_value (&(dep->stats), i);
3062 2857 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2858 {
3066 dep = arch_to_object (deparch); 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2860 int keep_chance = this_stat * this_stat;
3068 } 2861
3069 lose_this_stat = 1; 2862 /* 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) 2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2868 {
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; 2869 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2871 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 } 2872 }
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 */ 2873 else
3111 if (this_stat >= -50)
3112 { 2874 {
3113 change_attr_value (&(dep->stats), i, -1); 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2880 }
3119 } 2881 }
3120 } 2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2894 {
2895 change_attr_value (&(dep->stats), i, -1);
2896 SET_FLAG (dep, FLAG_APPLIED);
2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898 op->update_stats ();
2899 lost_a_stat = 1;
2900 }
3121 } 2901 }
2902 }
2903 }
3122 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2905 if (!lost_a_stat)
3124 { 2906 {
3125 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2908 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2909 const char *god = determine_god (op);
3128 2910
3129 if (god && (strcmp (god, "none"))) 2911 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); 2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2913 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2915 }
3134#else 2916#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2918#endif
3137 2919
3138 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2921 * exp loss on the stone.
3140 */ 2922 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2925 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2927 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); 2928 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2929 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2932
3151 /**************************************/ 2933 /**************************************/
3152 /* */ 2934 /* */
3153 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
3156 /* */ 2938 /* */
3157 /**************************************/ 2939 /**************************************/
3158 2940
3159 /* remove any poisoning and confusion the character may be suffering. */ 2941 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2942 /* restore player */
3161 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
3163 2945
3164 if (tmp) 2946 if (tmp)
3165 { 2947 {
3166 tmp->destroy (); 2948 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2950 }
3169 2951
3170 at = archetype::find ("confusion"); 2952 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2954 if (tmp)
3173 { 2955 {
3174 tmp->destroy (); 2956 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2958 }
3177 2959
3178 cure_disease (op, 0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
3179 2961
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2963 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2964 if (op->stats.food < 100)
3183 op->stats.food = 900; 2965 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2969
3188 /* 2970 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2971 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2972 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2973 * in the map.
3192 */ 2974 */
3193 2975
3194 if (is_in_shop (op)) 2976 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
3196 2978
3197 /****************************************/ 2979 /****************************************/
3198 /* */ 2980 /* */
3199 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
3201 /* */ 2983 /* */
3202 /****************************************/ 2984 /****************************************/
3203 2985
3204 enter_player_savebed (op); 2986 enter_player_savebed (op);
3205 2987
3206 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 2989 * chance of abuse.
3208 */ 2990 */
3209 op->contr->braced = 0; 2991 op->contr->braced = 0;
3210 save_player (op, 1); 2992 op->contr->save ();
3211 2993
3212 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2997 * on the space that might harm the player.
3216 */ 2998 */
3217 will_kill_again = 0; 2999 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
3221 3003
3222 if (will_kill_again) 3004 if (will_kill_again)
3223 { 3005 {
3224 object *force; 3006 object *force;
3225 int at; 3007 int at;
3226 3008
3227 force = get_archetype (FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3011 force->speed = 0.1;
3230 force->speed_left = -5.0; 3012 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3014 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3016 force->resist[at] = 100;
3235 3017
3236 insert_ob_in_ob (force, op); 3018 insert_ob_in_ob (force, op);
3237 fix_player (op); 3019 op->update_stats ();
3238 3020
3239 } 3021 }
3240 3022
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3023 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} 3024}
3310
3311 3025
3312void 3026void
3313loot_object (object *op) 3027loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3028{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3029 object *tmp, *tmp2, *next;
3316 3030
3317 if (op->container) 3031 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3032 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3033
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3034 for (tmp = op->inv; tmp; tmp = next)
3323 { 3035 {
3324 next = tmp->below; 3036 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3037
3038 if (tmp->invisible)
3326 continue; 3039 continue;
3040
3327 tmp->remove (); 3041 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3043 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3044 { /* empty container to ground */
3331 loot_object (tmp); 3045 loot_object (tmp);
3353 */ 3067 */
3354 3068
3355void 3069void
3356fix_weight (void) 3070fix_weight (void)
3357{ 3071{
3358 player *pl; 3072 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3073 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3075
3364 if (old == sum) 3076 if (old == sum)
3365 continue; 3077 continue;
3366 fix_player (pl->ob); 3078 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3080 }
3369} 3081}
3370 3082
3371void 3083void
3372fix_luck (void) 3084fix_luck (void)
3373{ 3085{
3374 player *pl; 3086 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3088 pl->ob->change_luck (0);
3379} 3089}
3380
3381 3090
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3385 */ 3094 */
3386
3387void 3095void
3388cast_dust (object *op, object *throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3389{ 3097{
3390 object *skop, *spob; 3098 object *skop, *spob;
3391 3099
3436 object *tmp = NULL; 3144 object *tmp = NULL;
3437 3145
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3147 return 1;
3440 3148
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; 3149 return 0;
3447} 3150}
3448 3151
3449/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3268 if (mflags & P_OUT_OF_MAP)
3566 continue; 3269 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3271 continue;
3569 3272
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3274 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3276 return 1;
3574 else if (tmp->type == PLAYER) 3277 else if (tmp->type == PLAYER)
3575 { 3278 {
3629 3332
3630 /* only the viewable area the player sees is updated by LOS 3333 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3334 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3335 * for any meaningful values.
3633 */ 3336 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3337 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3338 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3339 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3340 return 1;
3638 op = op->more; 3341 op = op->more;
3639 } 3342 }
3640 return 0; 3343 return 0;
3641} 3344}
3827 { 3530 {
3828 /* forces in the treasurelist can alter the player's stats */ 3531 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3532 object *skin;
3830 3533
3831 /* first get the dragon skin force */ 3534 /* first get the dragon skin force */
3535 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); 3536 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3537 ;
3538
3833 if (skin == NULL) 3539 if (!skin)
3834 return; 3540 return;
3835 3541
3836 /* adding new spellpath attunements */ 3542 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3543 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3544 {

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