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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 1.73 by root, Wed Dec 27 18:09:49 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); 821 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 823 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 824
894void 825 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
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
835 stats.ac = 0;
836
837 level = 1;
838 stats.exp = 0;
839 stats.ac = 0;
840
841 stats.hp = stats.maxhp;
842 stats.sp = stats.maxsp;
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
851 contr->orig_stats = stats;
852 }
853}
854
855static void
856start_info (object *op)
896{ 857{
897 signed char tmp;
898 char buf[MAX_BUF]; 858 char buf[MAX_BUF];
899 859
900 if (op->contr->Swap_First == -1) 860 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 862 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
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;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->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 {
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); 863 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 864}
1015 865
1016/* This function takes the key that is passed, and does the 866/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 867 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 868 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 869 * separate race and class; this actually changes the RACE,
1020 * not the class. 870 * not the class.
1021 */ 871 */
1022
1023int 872int
1024key_change_class (object *op, char key) 873key_change_class (object *op, char key)
1025{ 874{
1026 int tmp_loop; 875 int tmp_loop;
1027 876
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 877 if (key == 'd' || key == 'D')
1035 { 878 {
1036 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
1037 880
1038 /* this must before then initial items are given */ 881 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 886 create_treasure (tl, op, 0, 0, 0);
1044 887
1045 INVOKE_PLAYER (BIRTH, op->contr); 888 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 889 INVOKE_PLAYER (LOGIN, op->contr);
1047 890
1048 op->contr->state = ST_PLAYING; 891 op->contr->ns->state = ST_PLAYING;
1049 892
1050 if (op->msg) 893 if (op->msg)
1051 op->msg = NULL; 894 op->msg = NULL;
1052 895
1053 /* We create this now because some of the unique maps will need it 896 /* We create this now because some of the unique maps will need it
1062 start_info (op); 905 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 906 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 907 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 908 link_player_skills (op);
1066 esrv_send_inventory (op, op); 909 esrv_send_inventory (op, op);
1067 fix_player (op); 910 op->update_stats ();
1068 911
1069 /* This moves the player to a different start map, if there 912 /* This moves the player to a different start map, if there
1070 * is one for this race 913 * is one for this race
1071 */ 914 */
1072 if (*first_map_ext_path) 915 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 926 * if the map isn't there, then stay on the
1084 * default initial map */ 927 * default initial map */
1085 tmp->destroy (); 928 tmp->destroy ();
1086 } 929 }
1087 else 930 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 931 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 932
1091 return 0; 933 return 0;
1092 } 934 }
1093 935
1094 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1099 while (!tmp_loop) 941 while (!tmp_loop)
1100 { 942 {
1101 shstr name = op->name; 943 shstr name = op->name;
1102 int x = op->x, y = op->y; 944 int x = op->x, y = op->y;
1103 945
1104 remove_statbonus (op); 946 op->remove_statbonus ();
1105 op->remove (); 947 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 948 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 949 op->arch->clone.copy_to (op);
1108 op->instantiate (); 950 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 951 op->stats = op->contr->orig_stats;
1111 op->x = x; 953 op->x = x;
1112 op->y = y; 954 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 955 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 956 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 957 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 958 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 959 tmp_loop = allowed_class (op);
1118 } 960 }
1119 961
1120 update_object (op, UP_OBJ_FACE); 962 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 963 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 964 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 965 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 966 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 967 op->stats.grace = 0;
1126 968
1127 if (op->msg) 969 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 970 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 971
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 972 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; 973 return 0;
1132} 974}
1133 975
1134int 976int
1135key_confirm_quit (object *op, char key) 977key_confirm_quit (object *op, char key)
1136{ 978{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 980 {
1141 op->contr->state = ST_PLAYING; 981 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 983 return 1;
1144 } 984 }
1145 985
1146 INVOKE_PLAYER (LOGOUT, op->contr); 986 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr); 987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
1148 990
1149 terminate_all_pets (op); 991 terminate_all_pets (op);
1150 leave_map (op); 992 leave_map (op);
1151 op->direction = 0; 993 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 995
1154 strcpy (op->contr->killer, "quit"); 996 strcpy (op->contr->killer, "quit");
1155 check_score (op); 997 check_score (op);
1156 op->contr->party = NULL; 998 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 999 op->contr->own_title[0] = '\0';
1159 1000
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1001 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 1002
1164 /* We need to hunt for any per player unique maps in memory and 1003 /* 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, 1004 * 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 1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 1006 */
1007 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 1009
1170 { 1010 for_all_maps (mp)
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf))) 1011 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 1012 delete_map (mp);
1174 }
1175 1013
1176 delete_character (op->name, 1); 1014 delete_character (ob->name, 1);
1177 } 1015 ob->contr->destroy ();
1178 1016
1179 play_again (op);
1180 return 1; 1017 return 1;
1181} 1018}
1182 1019
1183void 1020void
1184flee_player (object *op) 1021flee_player (object *op)
1215 { 1052 {
1216 op->enemy = NULL; 1053 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1054 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1055 return;
1219 } 1056 }
1057
1220 get_rangevector (op, op->enemy, &rv, 0); 1058 get_rangevector (op, op->enemy, &rv, 0);
1221 1059
1222 dir = absdir (4 + rv.direction); 1060 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1061 for (diff = 0; diff < 3; diff++)
1224 { 1062 {
1225 int m = 1 - (RANDOM () & 2); 1063 int m = 1 - (RANDOM () & 2);
1226 1064
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1065 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1066 return;
1230 }
1231 } 1067 }
1068
1232 /* Cornered, get rid of scared */ 1069 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1070 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1071 op->enemy = NULL;
1235} 1072}
1236 1073
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1159 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)))); 1160 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1161 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1162 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)))); 1163 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1164
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1165 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 } 1166 }
1167
1358 /* philosophy: 1168 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1169 * 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 1170 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1171 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1172 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1173 * example.
1364 * The drawback: right now it has no frontend, so you need to 1174 * 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 1175 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1176 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1602 if (!dir)
1793 { 1603 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1604 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1605 return 0;
1796 } 1606 }
1607
1797 if (op->type == PLAYER) 1608 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1609 bow = op->contr->ranges[range_bow];
1799 else 1610 else
1800 { 1611 {
1801 for (bow = op->inv; bow; bow = bow->below) 1612 for (bow = op->inv; bow; bow = bow->below)
1809 { 1620 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1622 return 0;
1812 } 1623 }
1813 } 1624 }
1625
1814 if (!bow->race || !bow->skill) 1626 if (!bow->race || !bow->skill)
1815 { 1627 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1629 return 0;
1818 } 1630 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1633
1822 /* penalize ROF for bestarrow */ 1634 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1825 if (bowspeed < 1) 1638 if (bowspeed < 1)
1826 bowspeed = 1; 1639 bowspeed = 1;
1827 1640
1828 if (arrow == NULL) 1641 if (arrow == NULL)
1829 { 1642 {
1835 else 1648 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1649 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1650 return 0;
1838 } 1651 }
1839 } 1652 }
1653
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1655 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1656 return 0;
1844 } 1657
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1658 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1659 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1661 return 0;
1849 } 1662 }
1855 return 0; 1668 return 0;
1856 } 1669 }
1857 1670
1858 left = arrow; /* these are arrows left to the player */ 1671 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1672 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1673 if (!arrow)
1861 { 1674 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1676 return 0;
1864 } 1677 }
1678
1865 arrow->set_owner (op); 1679 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1680 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1681 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1682
1872 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1873 { 1684 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1686 op->update_stats ();
1876 } 1687 }
1877 1688
1878 SET_ANIMATION (arrow, arrow->direction); 1689 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1691 arrow->stats.hp = arrow->stats.dam;
1890 1701
1891 /* update the speed */ 1702 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1703 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; 1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1705
1895 if (arrow->speed < 1.0) 1706 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1707 arrow->speed_left = 0;
1899 1708
1900 if (op->type == PLAYER) 1709 if (op->type == PLAYER)
1901 { 1710 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1721 }
1913 1722
1914 if (arrow->attacktype == AT_PHYSICAL) 1723 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1724 arrow->attacktype |= bow->attacktype;
1916 1725
1917 if (bow->slaying != NULL) 1726 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1727 arrow->slaying = bow->slaying;
1919 1728
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1729 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1731
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1733 m->insert (arrow, sx, sy, op);
1926 1734
1927 if (!arrow->destroyed ()) 1735 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1736 move_arrow (arrow);
1929 1737
1930 if (op->type == PLAYER) 1738 if (op->type == PLAYER)
2035 1843
2036 if (item->arch) 1844 if (item->arch)
2037 { 1845 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2040 item->speed = 0; 1848 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1849 }
1850
2043 if ((tmp = is_player_inv (item))) 1851 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1853 }
2046 } 1854 }
2047 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1856 drain_rod_charge (item);
2050 }
2051 } 1857 }
2052} 1858}
2053 1859
2054/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2055 */ 1861 */
2198 * 0 otherwise 2004 * 0 otherwise
2199 */ 2005 */
2200static int 2006static int
2201player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2202{ 2008{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2207 */ 2012 */
2208 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2250 */ 2055 */
2251
2252void 2056void
2253move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2254{ 2058{
2255 object *tmp, *mon; 2059 object *tmp, *mon;
2256 sint16 nx, ny; 2060 sint16 nx, ny;
2258 maptile *m; 2062 maptile *m;
2259 2063
2260 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2262 2066
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2264 2068
2265 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2281 } 2085 }
2282 else 2086 else
2283 m = op->map; 2087 m = op->map;
2284 2088
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2090 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2092 return;
2289 } 2093 }
2290 2094
2291 mon = NULL; 2095 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* 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. 2097 * 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 2098 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2099 * on the space
2296 */ 2100 */
2297 while (tmp != NULL) 2101 while (tmp)
2298 { 2102 {
2299 if (tmp == op) 2103 if (tmp == op)
2300 { 2104 {
2301 tmp = tmp->above; 2105 tmp = tmp->above;
2302 continue; 2106 continue;
2312 mon = tmp; 2116 mon = tmp;
2313 2117
2314 tmp = tmp->above; 2118 tmp = tmp->above;
2315 } 2119 }
2316 2120
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2122 return; /* into a wall */
2319 2123
2320 if (mon->head != NULL) 2124 if (mon->head)
2321 mon = mon->head; 2125 mon = mon->head;
2322 2126
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2325 return; 2129 return;
2362 * attack them either. 2166 * attack them either.
2363 */ 2167 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2171 (op->contr->peaceful
2368 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2369 && mon->contr-> 2173 && mon->contr->
2370 peaceful)) && 2174 peaceful)) &&
2371#else 2175#else
2372 op->contr->peaceful && 2176 op->contr->peaceful &&
2373#endif 2177#endif
2374 !on_battleground)) 2178 !on_battleground))
2375 { 2179 {
2376 if (!op->contr->braced) 2180 if (!op->contr->braced)
2377 { 2181 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2380 } 2184 }
2381 else 2185 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2187
2385 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2189 make_visible (op);
2387 } 2190 }
2388 2191
2389 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2221
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2223 }
2421 2224
2422 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2423 2226
2424 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2230 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2233 {
2431 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2432 2235
2433 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2436 } 2239 }
2240
2437 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2438 make_visible (op); 2242 make_visible (op);
2439 } 2243 }
2440 } /* if player should attack something */ 2244 } /* if player should attack something */
2441} 2245}
2476 2280
2477 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2282 * server can handle repeat firing.
2479 */ 2283 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2285 op->direction = dir;
2483 }
2484 else 2286 else
2485 {
2486 op->direction = 0; 2287 op->direction = 0;
2487 } 2288
2488 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2291 * for players.
2491 */ 2292 */
2492 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2544 2345
2545 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2348 * called, so we recheck it here.
2548 */ 2349 */
2549 op->contr->socket->handle_command (); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2550 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2551 return 0; 2355 return 0;
2552 2356
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2358 {
2591 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2592 2396
2593 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2594 op->stats.food = 999; 2398 op->stats.food = 999;
2595 2399
2596 fix_player (op); 2400 op->update_stats ();
2597 return 1; 2401 return 1;
2598 } 2402 }
2599 2403
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2417{
2614 object *next; 2418 object *next;
2615 2419
2616 while (op) 2420 while (op)
2617 { 2421 {
2618 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2423
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2425 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2428
2429 op->insert_at (env);
2629 } 2430 }
2630 else if (op->inv) 2431 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2632 2433
2633 op = next; 2434 op = next;
2634 } 2435 }
2635} 2436}
2636
2637 2437
2638/* 2438/*
2639 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2476 strcat (buf2, buf);
2677 2477
2678 return buf2; 2478 return buf2;
2679} 2479}
2680
2681
2682 2480
2683void 2481void
2684do_some_living (object *op) 2482do_some_living (object *op)
2685{ 2483{
2686 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2695 const int max_grace = 1; 2493 const int max_grace = 1;
2696 2494
2697 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2698 { 2496 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 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) 2498 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]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2500 }
2703 2501
2704 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2705 { 2503 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2508 else
2712 { 2509 {
2713 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2512 }
2513
2716 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2516 else
2719 { 2517 {
2720 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2520 }
2521
2723 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2524 else
2726 { 2525 {
2727 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2544 op->stats.food = last_food;
2746 } 2545 }
2747 } 2546 }
2547
2748 if (max_sp > 1) 2548 if (max_sp > 1)
2749 { 2549 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2551 if (over_sp > 0)
2752 { 2552 {
2753 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2754 { 2554 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2558 op->stats.sp--;
2559
2758 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2760 } 2562 }
2761 op->last_sp = 0; 2563 op->last_sp = 0;
2762 } 2564 }
2763 else 2565 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2567 }
2768 else 2568 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2570 }
2773 2571
2774 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2777 { 2575 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2780 if (max_grace > 1) 2579 if (max_grace > 1)
2781 { 2580 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2582 if (over_grace > 0)
2784 { 2583 {
2812 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2613 op->stats.food = last_food;
2815 } 2614 }
2816 } 2615 }
2616
2817 if (max_hp > 1) 2617 if (max_hp > 1)
2818 { 2618 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2620 if (over_hp > 0)
2821 { 2621 {
2845 2645
2846 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2648 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2850 /* dms do not consume food */ 2651 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2653 op->stats.food--;
2853 } 2654 }
2854 }
2855 2655
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2657 {
2858 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2859 2659
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2661 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2669 break;
2870 } 2670 }
2871 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2872 flesh = tmp; 2672 flesh = tmp;
2873 } /* End if paid for object */ 2673 } /* End if paid for object */
2874 } /* end of for loop */ 2674 } /* end of for loop */
2675
2875 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2677 * eat flesh instead.
2877 */ 2678 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2680 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2882 } 2683 }
2883 } /* end if player is starving */ 2684 }
2884 2685
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2887 2688
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2690 kill_player (op);
2691 }
2890} 2692}
2891
2892
2893 2693
2894/* If the player should die (lack of hp, food, etc), we call this. 2694/* 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 2695 * 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 2696 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2697 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 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..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2729
2930 /* restore player */ 2730 /* restore player */
2931 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2733 {
2935 tmp->destroy (); 2734 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2736 }
2938 2737
2939 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2740 {
2943 tmp->destroy (); 2741 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2743 }
2946 2744
2948 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2748 op->stats.food = 999;
2951 2749
2952 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2752 {
2956 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2754 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " 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); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2758 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2762 }
2967 2763
2968 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2766 op->contr->braced = 0;
2996 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2997 return; 2793 return;
2998 } 2794 }
2999 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3000 } 2796 }
2797
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2799
3003 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3004 x = op->x; 2801 x = op->x;
3005 y = op->y; 2802 y = op->y;
3006 map = op->map; 2803 map = op->map;
3007 2804
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
3014 */ 2808 */
3015 2809
3016 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2812 * of death.
3019 */ 2813 */
3020#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3022 { 2816 {
3023 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2819 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2822 little bit harder. */
3029 /* GD */ 2823 /* GD */
3030 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2825 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2826 else
3036 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3037 num_stats_lose = 1; 2830 num_stats_lose = 1;
3038 } 2831
3039 lost_a_stat = 0; 2832 lost_a_stat = 0;
3040 2833
3041 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3042 { 2835 {
3043 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3044 2837
3045 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3046 { 2839 {
3047 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2841 * what he lost.
3049 */ 2842 */
3050 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3056 } 2861 }
3057 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3058 { 2864 {
3059 /* deplete a stat */ 2865 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3061 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3062 2868 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2869 {
3066 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3068 } 2872
3069 lose_this_stat = 1; 2873 /* 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) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2879 {
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; 2880 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2882 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 } 2883 }
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 */ 2884 else
3111 if (this_stat >= -50)
3112 { 2885 {
3113 change_attr_value (&(dep->stats), i, -1); 2886 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; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2891 }
3119 } 2892 }
3120 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3121 } 2912 }
2913 }
2914 }
3122 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2916 if (!lost_a_stat)
3124 { 2917 {
3125 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3128 2921
3129 if (god && (strcmp (god, "none"))) 2922 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); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2924 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2926 }
3134#else 2927#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2929#endif
3137 2930
3138 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2932 * exp loss on the stone.
3140 */ 2933 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2936 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2938 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); 2939 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; 2940 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2943
3151 /**************************************/ 2944 /**************************************/
3152 /* */ 2945 /* */
3153 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3156 /* */ 2949 /* */
3157 /**************************************/ 2950 /**************************************/
3158 2951
3159 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2953 /* restore player */
3161 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3163 2956
3164 if (tmp) 2957 if (tmp)
3165 { 2958 {
3166 tmp->destroy (); 2959 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2961 }
3169 2962
3170 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2965 if (tmp)
3173 { 2966 {
3174 tmp->destroy (); 2967 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2969 }
3177 2970
3178 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3179 2972
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3183 op->stats.food = 900; 2976 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2980
3188 /* 2981 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2982 * 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 2983 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2984 * in the map.
3192 */ 2985 */
3193 2986
3194 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3196 2989
3197 /****************************************/ 2990 /****************************************/
3198 /* */ 2991 /* */
3199 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3201 /* */ 2994 /* */
3202 /****************************************/ 2995 /****************************************/
3203 2996
3204 enter_player_savebed (op); 2997 enter_player_savebed (op);
3205 2998
3206 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 3000 * chance of abuse.
3208 */ 3001 */
3209 op->contr->braced = 0; 3002 op->contr->braced = 0;
3210 save_player (op, 1); 3003 op->contr->save ();
3211 3004
3212 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3008 * on the space that might harm the player.
3216 */ 3009 */
3217 will_kill_again = 0; 3010 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3221 3014
3222 if (will_kill_again) 3015 if (will_kill_again)
3223 { 3016 {
3224 object *force; 3017 object *force;
3225 int at; 3018 int at;
3226 3019
3227 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3022 force->speed = 0.1;
3230 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3027 force->resist[at] = 100;
3235 3028
3236 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3237 fix_player (op); 3030 op->update_stats ();
3238 3031
3239 } 3032 }
3240 3033
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 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} 3035}
3310
3311 3036
3312void 3037void
3313loot_object (object *op) 3038loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3316 3041
3317 if (op->container) 3042 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3044
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3323 { 3046 {
3324 next = tmp->below; 3047 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3048
3049 if (tmp->invisible)
3326 continue; 3050 continue;
3051
3327 tmp->remove (); 3052 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3055 { /* empty container to ground */
3331 loot_object (tmp); 3056 loot_object (tmp);
3353 */ 3078 */
3354 3079
3355void 3080void
3356fix_weight (void) 3081fix_weight (void)
3357{ 3082{
3358 player *pl; 3083 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3084 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3086
3364 if (old == sum) 3087 if (old == sum)
3365 continue; 3088 continue;
3366 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3091 }
3369} 3092}
3370 3093
3371void 3094void
3372fix_luck (void) 3095fix_luck (void)
3373{ 3096{
3374 player *pl; 3097 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3379} 3100}
3380
3381 3101
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3385 */ 3105 */
3386
3387void 3106void
3388cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3389{ 3108{
3390 object *skop, *spob; 3109 object *skop, *spob;
3391 3110
3436 object *tmp = NULL; 3155 object *tmp = NULL;
3437 3156
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3158 return 1;
3440 3159
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; 3160 return 0;
3447} 3161}
3448 3162
3449/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3566 continue; 3280 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3282 continue;
3569 3283
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3285 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3287 return 1;
3574 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3575 { 3289 {
3629 3343
3630 /* only the viewable area the player sees is updated by LOS 3344 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3345 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3346 * for any meaningful values.
3633 */ 3347 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3351 return 1;
3638 op = op->more; 3352 op = op->more;
3639 } 3353 }
3640 return 0; 3354 return 0;
3641} 3355}
3827 { 3541 {
3828 /* forces in the treasurelist can alter the player's stats */ 3542 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3543 object *skin;
3830 3544
3831 /* first get the dragon skin force */ 3545 /* first get the dragon skin force */
3546 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); 3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3548 ;
3549
3833 if (skin == NULL) 3550 if (!skin)
3834 return; 3551 return;
3835 3552
3836 /* adding new spellpath attunements */ 3553 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3554 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3555 {

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