ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.75 by root, Sat Dec 30 21:15:59 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
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192} 166}
193 167
194/* This no longer sets the player map. Also, it now updates 168void
195 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
196 * Caller is responsible for setting the correct map.
197 */
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{ 170{
208 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
209 int i;
210 172
211 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
212 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
213 */ 217 */
214 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
215 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate (1);
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate (1);
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats ();
304}
305
306player::player ()
307{
216 /* There are some elements we want initialized to non zero value - 308 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 309 * we deal with that below this point.
218 */ 310 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 311 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 312 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 313 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 314
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 315 assign (savebed_map, first_map_path); /* Init. respawn position */
230 316
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; 317 gen_sp_armour = 10;
249 p->last_speed = -1; 318 last_speed = -1;
250 p->shoottype = range_none; 319 shoottype = range_none;
251 p->bowtype = bow_normal; 320 bowtype = bow_normal;
252 p->petmode = pet_normal; 321 petmode = pet_normal;
253 p->listening = 10; 322 listening = 10;
254 p->usekeys = containers; 323 usekeys = containers;
255 p->last_weapon_sp = -1; 324 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 325 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 326 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);
265 327
266 /* we need to clear these to -1 and not zero - otherwise, 328 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 329 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 330 * send new values to the client, as things like exp start
269 * at zero. 331 * at zero.
270 */ 332 */
271 for (i = 0; i < NUM_SKILLS; i++) 333 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 334 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 335
277 for (i = 0; i < NROFATTACKS; i++) 336 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 337 last_resist[i] = -1;
279 338
280 p->last_stats.exp = -1; 339 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 340 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 341}
288 342
289/* This loads the first map an puts the player on it. */ 343void
290static void 344player::do_destroy ()
291set_first_map (object *op)
292{ 345{
293 strcpy (op->contr->maplevel, first_map_path); 346 disconnect ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 347
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372
373 if (ob)
374 {
375 ob->destroy_inv (false);
376 ob->destroy ();
377 }
378}
379
380player::~player ()
381{
382 /* Clear item stack */
383 free (stack_items);
384}
385
299/* Tries to add player on the connection passwd in ns. 386/* 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 387 * All we can really get in this is some settings like host and display
301 * mode. 388 * mode.
302 */ 389 */
303 390player *
304int 391player::create ()
305add_player (client *ns)
306{ 392{
307 player *p = new player; 393 player *pl = new player;
308 394
309 p->socket = ns; 395 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 396
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; 397 return pl;
327} 398}
328 399
329/* 400/*
330 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
340 { 411 {
341 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
342 at = first_archetype; 413 at = first_archetype;
343 else 414 else
344 at = at->next; 415 at = at->next;
416
345 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
346 return at; 418 return at;
419
347 if (at == start) 420 if (at == start)
348 { 421 {
349 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 423 exit (-1);
351 } 424 }
352 } 425 }
353} 426}
354 427
355
356object * 428object *
357get_nearest_player (object *mon) 429get_nearest_player (object *mon)
358{ 430{
359 object *op = NULL; 431 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 432 objectlink *ol;
362 unsigned lastdist; 433 unsigned lastdist;
363 rv_vector rv; 434 rv_vector rv;
364 435
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 468 {
398 op = ol->ob; 469 op = ol->ob;
399 lastdist = rv.distance; 470 lastdist = rv.distance;
400 } 471 }
401 } 472 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 473
403 { 474 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 475 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 476 if (lastdist > rv.distance)
408 { 477 {
409 op = pl->ob; 478 op = pl->ob;
410 lastdist = rv.distance; 479 lastdist = rv.distance;
411 } 480 }
412 } 481
413 }
414#if 0 482#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 483 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 484#endif
417 return op; 485 return op;
418} 486}
436 * circling behaviour. Unfortunately, this function is also used to determined 504 * 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 505 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 506 * is probably not a good thing.
439 */ 507 */
440#define MAX_SPACES 50 508#define MAX_SPACES 50
441
442 509
443/* 510/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 511 * 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 512 * 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 513 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
686 link_player_skills (pl); 753 link_player_skills (pl);
687} 754}
688 755
689void 756void
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) 757get_party_password (object *op, partylist *party)
774{ 758{
775 if (party == NULL) 759 if (party == NULL)
776 { 760 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 762 return;
779 } 763 }
764
780 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 769}
785
786 770
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 772static int
789roll_stat (void) 773roll_stat (void)
790{ 774{
791 int a[4], i, j, k; 775 int a[4], i, j, k;
792 776
793 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 781 if (a[i] < k)
798 k = a[i], j = i; 782 k = a[i], j = i;
799 783
800 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 785 if (i != j)
803 k += a[i]; 786 k += a[i];
804 } 787
805 return k; 788 return k;
806} 789}
807 790
808void 791void
809roll_stats (object *op) 792object::roll_stats ()
810{ 793{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 794 int statsort [7];
814 795
815 do 796 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 } 797 {
826 while (sum < 82 || sum > 116); 798 int sum = 0;
799 for (int i = 7; i--; )
800 sum += statsort [i] = roll_stat ();
827 801
802 if (sum >= 82 && sum <= 116)
803 break;
804 }
805
828 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 807 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;
836 808
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]; 809 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 810 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 811 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 812 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 813 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 814 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 815 stats.Cha = statsort[6];
861 816
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; 817 stats.exp = 0;
873 op->stats.ac = 0; 818 stats.ac = 0;
874 819
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; 820 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 821 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 822 stats.grace = stats.maxgrace;
823
824 if (contr)
825 {
826 contr->levhp[1] = 9;
827 contr->levsp[1] = 6;
828 contr->levgrace[1] = 3;
829
883 op->contr->orig_stats = op->stats; 830 contr->orig_stats = stats;
831 }
884} 832}
885 833
886void 834void
887Roll_Again (object *op) 835object::swap_stats (int a, int b)
888{ 836{
889 esrv_new_player (op->contr, 0); 837 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 838 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)? "); 839 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 840
894void 841 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 842 stats.Dex = contr->orig_stats.Dex;
843 stats.Con = contr->orig_stats.Con;
844 stats.Int = contr->orig_stats.Int;
845 stats.Wis = contr->orig_stats.Wis;
846 stats.Pow = contr->orig_stats.Pow;
847 stats.Cha = contr->orig_stats.Cha;
848
849 //TODO: the following code looks so borked and should, at the very least,
850 // be merged with the similar code in roll_stats
851 stats.ac = 0;
852
853 level = 1;
854 stats.exp = 0;
855 stats.ac = 0;
856
857 stats.hp = stats.maxhp;
858 stats.sp = stats.maxsp;
859 stats.grace = stats.maxgrace;
860
861 if (contr)
862 {
863 contr->levhp[1] = 9;
864 contr->levsp[1] = 6;
865 contr->levgrace[1] = 3;
866
867 contr->orig_stats = stats;
868 }
869}
870
871static void
872start_info (object *op)
896{ 873{
897 signed char tmp;
898 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
899 875
900 if (op->contr->Swap_First == -1) 876 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); 877 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 878 //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); 879 //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} 880}
1015 881
1016/* This function takes the key that is passed, and does the 882/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 883 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 884 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 885 * separate race and class; this actually changes the RACE,
1020 * not the class. 886 * not the class.
1021 */ 887 */
1022
1023int 888int
1024key_change_class (object *op, char key) 889key_change_class (object *op, char key)
1025{ 890{
1026 int tmp_loop; 891 int tmp_loop;
1027 892
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 893 if (key == 'd' || key == 'D')
1035 { 894 {
1036 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1037 896
1038 /* this must before then initial items are given */ 897 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 902 create_treasure (tl, op, 0, 0, 0);
1044 903
1045 INVOKE_PLAYER (BIRTH, op->contr); 904 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 905 INVOKE_PLAYER (LOGIN, op->contr);
1047 906
1048 op->contr->state = ST_PLAYING; 907 op->contr->ns->state = ST_PLAYING;
1049 908
1050 if (op->msg) 909 if (op->msg)
1051 op->msg = NULL; 910 op->msg = NULL;
1052 911
1053 /* We create this now because some of the unique maps will need it 912 /* We create this now because some of the unique maps will need it
1062 start_info (op); 921 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 922 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 923 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 924 link_player_skills (op);
1066 esrv_send_inventory (op, op); 925 esrv_send_inventory (op, op);
1067 fix_player (op); 926 op->update_stats ();
1068 927
1069 /* This moves the player to a different start map, if there 928 /* This moves the player to a different start map, if there
1070 * is one for this race 929 * is one for this race
1071 */ 930 */
1072 if (*first_map_ext_path) 931 if (*first_map_ext_path)
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 936 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 937 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 938 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 939 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 940 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 941 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 942 * if the map isn't there, then stay on the
1084 * default initial map */ 943 * default initial map */
1085 tmp->destroy (); 944 tmp->destroy ();
1086 } 945 }
1087 else 946 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 947 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 948
1091 return 0; 949 return 0;
1092 } 950 }
1093 951
1094 /* Following actually changes the race - this is the default command 952 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 953 * if we don't match with one of the options above.
1099 while (!tmp_loop) 957 while (!tmp_loop)
1100 { 958 {
1101 shstr name = op->name; 959 shstr name = op->name;
1102 int x = op->x, y = op->y; 960 int x = op->x, y = op->y;
1103 961
1104 remove_statbonus (op); 962 op->remove_statbonus ();
1105 op->remove (); 963 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 964 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 965 op->arch->clone.copy_to (op);
1108 op->instantiate (); 966 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 967 op->stats = op->contr->orig_stats;
1111 op->x = x; 969 op->x = x;
1112 op->y = y; 970 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 971 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 972 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 973 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 974 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 975 tmp_loop = allowed_class (op);
1118 } 976 }
1119 977
1120 update_object (op, UP_OBJ_FACE); 978 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 979 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 980 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 981 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 982 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 983 op->stats.grace = 0;
1126 984
1127 if (op->msg) 985 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 986 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 987
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 988 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; 989 return 0;
1132} 990}
1133 991
1134int 992int
1135key_confirm_quit (object *op, char key) 993key_confirm_quit (object *op, char key)
1136{ 994{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 996 {
1141 op->contr->state = ST_PLAYING; 997 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 999 return 1;
1144 } 1000 }
1145 1001
1146 INVOKE_PLAYER (LOGOUT, op->contr); 1002 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr); 1003 INVOKE_PLAYER (QUIT, op->contr);
1148 1004
1005 op->contr->enable_save = false;
1006
1149 terminate_all_pets (op); 1007 terminate_all_pets (op);
1150 leave_map (op); 1008 op->remove ();
1151 op->direction = 0; 1009 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 1011
1154 strcpy (op->contr->killer, "quit"); 1012 strcpy (op->contr->killer, "quit");
1155 check_score (op); 1013 check_score (op);
1156 op->contr->party = NULL; 1014 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1159 1017
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* 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,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1; 1018 return 1;
1181} 1019}
1182 1020
1183void 1021void
1184flee_player (object *op) 1022flee_player (object *op)
1215 { 1053 {
1216 op->enemy = NULL; 1054 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1055 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1056 return;
1219 } 1057 }
1058
1220 get_rangevector (op, op->enemy, &rv, 0); 1059 get_rangevector (op, op->enemy, &rv, 0);
1221 1060
1222 dir = absdir (4 + rv.direction); 1061 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1062 for (diff = 0; diff < 3; diff++)
1224 { 1063 {
1225 int m = 1 - (RANDOM () & 2); 1064 int m = 1 - (RANDOM () & 2);
1226 1065
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1066 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1067 return;
1230 }
1231 } 1068 }
1069
1232 /* Cornered, get rid of scared */ 1070 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1071 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1072 op->enemy = NULL;
1235} 1073}
1236 1074
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1160 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)))); 1161 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1162 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1163 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)))); 1164 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1165
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1166 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 } 1167 }
1168
1358 /* philosophy: 1169 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1170 * 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 1171 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1172 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1173 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1174 * example.
1364 * The drawback: right now it has no frontend, so you need to 1175 * 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 1176 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1177 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1603 if (!dir)
1793 { 1604 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1606 return 0;
1796 } 1607 }
1608
1797 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1799 else 1611 else
1800 { 1612 {
1801 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1809 { 1621 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1623 return 0;
1812 } 1624 }
1813 } 1625 }
1626
1814 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1815 { 1628 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1630 return 0;
1818 } 1631 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1634
1822 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1825 if (bowspeed < 1) 1639 if (bowspeed < 1)
1826 bowspeed = 1; 1640 bowspeed = 1;
1827 1641
1828 if (arrow == NULL) 1642 if (arrow == NULL)
1829 { 1643 {
1835 else 1649 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1651 return 0;
1838 } 1652 }
1839 } 1653 }
1654
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1657 return 0;
1844 } 1658
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1660 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1662 return 0;
1849 } 1663 }
1855 return 0; 1669 return 0;
1856 } 1670 }
1857 1671
1858 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1674 if (!arrow)
1861 { 1675 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1677 return 0;
1864 } 1678 }
1679
1865 arrow->set_owner (op); 1680 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1682 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1683
1872 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1873 { 1685 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1687 op->update_stats ();
1876 } 1688 }
1877 1689
1878 SET_ANIMATION (arrow, arrow->direction); 1690 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1692 arrow->stats.hp = arrow->stats.dam;
1890 1702
1891 /* update the speed */ 1703 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1704 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; 1705 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1706
1895 if (arrow->speed < 1.0) 1707 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1708 arrow->speed_left = 0;
1899 1709
1900 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1901 { 1711 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1722 }
1913 1723
1914 if (arrow->attacktype == AT_PHYSICAL) 1724 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1725 arrow->attacktype |= bow->attacktype;
1916 1726
1917 if (bow->slaying != NULL) 1727 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1728 arrow->slaying = bow->slaying;
1919 1729
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1730 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1732
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1733 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1734 m->insert (arrow, sx, sy, op);
1926 1735
1927 if (!arrow->destroyed ()) 1736 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1737 move_arrow (arrow);
1929 1738
1930 if (op->type == PLAYER) 1739 if (op->type == PLAYER)
1956 } 1765 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1766 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1767 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1768 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1769 wcmod = -1;
1770
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1771 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1772 }
1963 else if (op->contr->bowtype == bow_threewide) 1773 else if (op->contr->bowtype == bow_threewide)
1964 { 1774 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1775 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1845
2036 if (item->arch) 1846 if (item->arch)
2037 { 1847 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1848 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1849 item->face = item->arch->clone.face;
2040 item->speed = 0; 1850 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1851 }
1852
2043 if ((tmp = is_player_inv (item))) 1853 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1854 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1855 }
2046 } 1856 }
2047 else if (item->type == ROD || item->type == HORN) 1857 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1858 drain_rod_charge (item);
2050 }
2051 } 1859 }
2052} 1860}
2053 1861
2054/* Received a fire command for the player - go and do it. 1862/* Received a fire command for the player - go and do it.
2055 */ 1863 */
2198 * 0 otherwise 2006 * 0 otherwise
2199 */ 2007 */
2200static int 2008static int
2201player_attack_door (object *op, object *door) 2009player_attack_door (object *op, object *door)
2202{ 2010{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 2011 /* 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 - 2012 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2013 * otherwise, we fall through to the rest of the code.
2207 */ 2014 */
2208 object *key = find_key (op, op, door); 2015 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2053 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2054 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2055 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2056 * going to try and move (not fire weapons).
2250 */ 2057 */
2251
2252void 2058void
2253move_player_attack (object *op, int dir) 2059move_player_attack (object *op, int dir)
2254{ 2060{
2255 object *tmp, *mon; 2061 object *tmp, *mon;
2256 sint16 nx, ny; 2062 sint16 nx, ny;
2258 maptile *m; 2064 maptile *m;
2259 2065
2260 nx = freearr_x[dir] + op->x; 2066 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2067 ny = freearr_y[dir] + op->y;
2262 2068
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2069 on_battleground = op_on_battleground (op, 0, 0);
2264 2070
2265 /* If braced, or can't move to the square, and it is not out of the 2071 /* 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 2072 * 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 2073 * 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 2074 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2086 return; /* Don't think this should happen */
2281 } 2087 }
2282 else 2088 else
2283 m = op->map; 2089 m = op->map;
2284 2090
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2092 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2094 return;
2289 } 2095 }
2290 2096
2291 mon = NULL; 2097 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2098 /* 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. 2099 * 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 2100 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2101 * on the space
2296 */ 2102 */
2297 while (tmp != NULL) 2103 while (tmp)
2298 { 2104 {
2299 if (tmp == op) 2105 if (tmp == op)
2300 { 2106 {
2301 tmp = tmp->above; 2107 tmp = tmp->above;
2302 continue; 2108 continue;
2312 mon = tmp; 2118 mon = tmp;
2313 2119
2314 tmp = tmp->above; 2120 tmp = tmp->above;
2315 } 2121 }
2316 2122
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2123 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2124 return; /* into a wall */
2319 2125
2320 if (mon->head != NULL) 2126 if (mon->head)
2321 mon = mon->head; 2127 mon = mon->head;
2322 2128
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2129 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2130 if (player_attack_door (op, mon))
2325 return; 2131 return;
2362 * attack them either. 2168 * attack them either.
2363 */ 2169 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2170 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2171 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2172#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2173 (op->contr->peaceful
2368 || (mon->type == PLAYER 2174 || (mon->type == PLAYER
2369 && mon->contr-> 2175 && mon->contr->
2370 peaceful)) && 2176 peaceful)) &&
2371#else 2177#else
2372 op->contr->peaceful && 2178 op->contr->peaceful &&
2373#endif 2179#endif
2374 !on_battleground)) 2180 !on_battleground))
2375 { 2181 {
2376 if (!op->contr->braced) 2182 if (!op->contr->braced)
2377 { 2183 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2184 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2185 (void) push_ob (mon, dir, op);
2380 } 2186 }
2381 else 2187 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2188 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2189
2385 if (op->contr->tmp_invis || op->hide) 2190 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2191 make_visible (op);
2387 } 2192 }
2388 2193
2389 /* If the object is a boulder or other rollable object, then 2194 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2222 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2223
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2224 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2225 }
2421 2226
2422 skill_attack (mon, op, 0, NULL, NULL); 2227 skill_attack (mon, op, 0, 0, 0);
2423 2228
2424 /* If attacking another player, that player gets automatic 2229 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2230 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2231 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2232 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2234 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2235 {
2431 short luck = mon->stats.luck; 2236 short luck = mon->stats.luck;
2432 2237
2433 mon->contr->has_hit = 1; 2238 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2239 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2240 mon->stats.luck = luck;
2436 } 2241 }
2242
2437 if (action_makes_visible (op)) 2243 if (action_makes_visible (op))
2438 make_visible (op); 2244 make_visible (op);
2439 } 2245 }
2440 } /* if player should attack something */ 2246 } /* if player should attack something */
2441} 2247}
2476 2282
2477 /* Add special check for newcs players and fire on - this way, the 2283 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2284 * server can handle repeat firing.
2479 */ 2285 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2286 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2287 op->direction = dir;
2483 }
2484 else 2288 else
2485 {
2486 op->direction = 0; 2289 op->direction = 0;
2487 } 2290
2488 /* Update how the player looks. Use the facing, so direction may 2291 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2292 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2293 * for players.
2491 */ 2294 */
2492 animate_object (op, op->facing); 2295 animate_object (op, op->facing);
2544 2347
2545 /* call this here - we also will call this in do_ericserver, but 2348 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2349 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2350 * called, so we recheck it here.
2548 */ 2351 */
2549 op->contr->socket->handle_command (); 2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2354 ;
2355
2550 if (op->speed_left < 0) 2356 if (op->speed_left < 0)
2551 return 0; 2357 return 0;
2552 2358
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2359 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2360 {
2591 op->stats.hp = op->stats.maxhp; 2397 op->stats.hp = op->stats.maxhp;
2592 2398
2593 if (op->stats.food < 0) 2399 if (op->stats.food < 0)
2594 op->stats.food = 999; 2400 op->stats.food = 999;
2595 2401
2596 fix_player (op); 2402 op->update_stats ();
2597 return 1; 2403 return 1;
2598 } 2404 }
2599 2405
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2407 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2419{
2614 object *next; 2420 object *next;
2615 2421
2616 while (op) 2422 while (op)
2617 { 2423 {
2618 next = op->below; /* Make sure we have a good value, in case 2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2425
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2427 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2430
2431 op->insert_at (env);
2629 } 2432 }
2630 else if (op->inv) 2433 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2434 remove_unpaid_objects (op->inv, env);
2632 2435
2633 op = next; 2436 op = next;
2634 } 2437 }
2635} 2438}
2636
2637 2439
2638/* 2440/*
2639 * Returns pointer a static string containing gravestone text 2441 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2442 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2443 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2478 strcat (buf2, buf);
2677 2479
2678 return buf2; 2480 return buf2;
2679} 2481}
2680
2681
2682 2482
2683void 2483void
2684do_some_living (object *op) 2484do_some_living (object *op)
2685{ 2485{
2686 int last_food = op->stats.food; 2486 int last_food = op->stats.food;
2695 const int max_grace = 1; 2495 const int max_grace = 1;
2696 2496
2697 if (op->contr->outputs_sync) 2497 if (op->contr->outputs_sync)
2698 { 2498 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2499 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) 2500 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]); 2501 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2502 }
2703 2503
2704 if (op->contr->state == ST_PLAYING) 2504 if (op->contr->ns->state == ST_PLAYING)
2705 { 2505 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2506 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2507 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2508 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2509 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2510 else
2712 { 2511 {
2713 gen_hp = op->stats.maxhp; 2512 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2513 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2514 }
2515
2716 if (op->contr->gen_sp >= 0) 2516 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2517 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2518 else
2719 { 2519 {
2720 gen_sp = op->stats.maxsp; 2520 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2521 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2522 }
2523
2723 if (op->contr->gen_grace >= 0) 2524 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2526 else
2726 { 2527 {
2727 gen_grace = op->stats.maxgrace; 2528 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2546 op->stats.food = last_food;
2746 } 2547 }
2747 } 2548 }
2549
2748 if (max_sp > 1) 2550 if (max_sp > 1)
2749 { 2551 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2552 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2553 if (over_sp > 0)
2752 { 2554 {
2753 if (op->stats.sp < op->stats.maxsp) 2555 if (op->stats.sp < op->stats.maxsp)
2754 { 2556 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2560 op->stats.sp--;
2561
2758 if (op->stats.sp > op->stats.maxsp) 2562 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2563 op->stats.sp = op->stats.maxsp;
2760 } 2564 }
2761 op->last_sp = 0; 2565 op->last_sp = 0;
2762 } 2566 }
2763 else 2567 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2569 }
2768 else 2570 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2572 }
2773 2573
2774 /* Regenerate Grace */ 2574 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2576 if (--op->last_grace < 0)
2777 { 2577 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2578 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2780 if (max_grace > 1) 2581 if (max_grace > 1)
2781 { 2582 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2584 if (over_grace > 0)
2784 { 2585 {
2812 op->stats.food += op->contr->digestion; 2613 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2615 op->stats.food = last_food;
2815 } 2616 }
2816 } 2617 }
2618
2817 if (max_hp > 1) 2619 if (max_hp > 1)
2818 { 2620 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2622 if (over_hp > 0)
2821 { 2623 {
2845 2647
2846 if (op->contr->gen_hp > 0) 2648 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2650 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652
2850 /* dms do not consume food */ 2653 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2654 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2655 op->stats.food--;
2853 } 2656 }
2854 }
2855 2657
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2658 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2659 {
2858 object *tmp, *flesh = NULL; 2660 object *tmp, *flesh = 0;
2859 2661
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2662 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2663 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2665 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2669 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2670 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2671 break;
2870 } 2672 }
2871 else if (tmp->type == FLESH) 2673 else if (tmp->type == FLESH)
2872 flesh = tmp; 2674 flesh = tmp;
2873 } /* End if paid for object */ 2675 } /* End if paid for object */
2874 } /* end of for loop */ 2676 } /* end of for loop */
2677
2875 /* If player is still starving, it means they don't have any food, so 2678 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2679 * eat flesh instead.
2877 */ 2680 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2682 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2684 manual_apply (op, flesh, 0);
2882 } 2685 }
2883 } /* end if player is starving */ 2686 }
2884 2687
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2688 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2689 op->stats.food++, op->stats.hp--;
2887 2690
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2692 kill_player (op);
2693 }
2890} 2694}
2891
2892
2893 2695
2894/* If the player should die (lack of hp, food, etc), we call this. 2696/* 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 2697 * 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 2698 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2699 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2729 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..."); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2731
2930 /* restore player */ 2732 /* restore player */
2931 at = archetype::find ("poisoning"); 2733 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2734 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2735 {
2935 tmp->destroy (); 2736 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2738 }
2938 2739
2939 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2741 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2742 {
2943 tmp->destroy (); 2743 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2745 }
2946 2746
2948 op->stats.hp = op->stats.maxhp; 2748 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2749 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2750 op->stats.food = 999;
2951 2751
2952 /* create a bodypart-trophy to make the winner happy */ 2752 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2753 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2754 {
2956 sprintf (buf, "%s's finger", &op->name); 2755 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2756 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2757 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2758 " 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); 2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2760 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2761 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2762 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2763 op->insert_at (tmp, op);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2764 }
2967 2765
2968 /* teleport defeated player to new destination */ 2766 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2767 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2768 op->contr->braced = 0;
2996 op->stats.hp = op->stats.maxhp; 2794 op->stats.hp = op->stats.maxhp;
2997 return; 2795 return;
2998 } 2796 }
2999 sprintf (buf, "%s died.", &op->name); 2797 sprintf (buf, "%s died.", &op->name);
3000 } 2798 }
2799
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2801
3003 /* save the map location for corpse, gravestone */ 2802 /* save the map location for corpse, gravestone */
3004 x = op->x; 2803 x = op->x;
3005 y = op->y; 2804 y = op->y;
3006 map = op->map; 2805 map = op->map;
3007 2806
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2808 * 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. 2809 * See the config.h file for a little more in depth detail about this.
3014 */ 2810 */
3015 2811
3016 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2814 * of death.
3019 */ 2815 */
3020#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3022 { 2818 {
3023 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2821 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2824 little bit harder. */
3029 /* GD */ 2825 /* GD */
3030 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2827 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2828 else
3036 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
3037 num_stats_lose = 1; 2832 num_stats_lose = 1;
3038 } 2833
3039 lost_a_stat = 0; 2834 lost_a_stat = 0;
3040 2835
3041 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3042 { 2837 {
3043 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3044 2839
3045 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3046 { 2841 {
3047 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2843 * what he lost.
3049 */ 2844 */
3050 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3056 } 2863 }
3057 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3058 { 2866 {
3059 /* deplete a stat */ 2867 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3061 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3062 2870 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2871 {
3066 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3068 } 2874
3069 lose_this_stat = 1; 2875 /* 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) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2881 {
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; 2882 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2884 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 } 2885 }
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 */ 2886 else
3111 if (this_stat >= -50)
3112 { 2887 {
3113 change_attr_value (&(dep->stats), i, -1); 2888 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; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2893 }
3119 } 2894 }
3120 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3121 } 2914 }
2915 }
2916 }
3122 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2918 if (!lost_a_stat)
3124 { 2919 {
3125 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3128 2923
3129 if (god && (strcmp (god, "none"))) 2924 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); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2926 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2928 }
3134#else 2929#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2931#endif
3137 2932
3138 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2934 * exp loss on the stone.
3140 */ 2935 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2938 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2940 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); 2941 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; 2942 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2945
3151 /**************************************/ 2946 /**************************************/
3152 /* */ 2947 /* */
3153 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3156 /* */ 2951 /* */
3157 /**************************************/ 2952 /**************************************/
3158 2953
3159 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2955 /* restore player */
3161 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
3163 2958
3164 if (tmp) 2959 if (tmp)
3165 { 2960 {
3166 tmp->destroy (); 2961 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2963 }
3169 2964
3170 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2967 if (tmp)
3173 { 2968 {
3174 tmp->destroy (); 2969 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2971 }
3177 2972
3178 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3179 2974
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3183 op->stats.food = 900; 2978 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2982
3188 /* 2983 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2984 * 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 2985 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2986 * in the map.
3192 */ 2987 */
3193 2988
3194 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3196 2991
3197 /****************************************/ 2992 /****************************************/
3198 /* */ 2993 /* */
3199 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3201 /* */ 2996 /* */
3202 /****************************************/ 2997 /****************************************/
3203 2998
3204 enter_player_savebed (op); 2999 enter_player_savebed (op);
3205 3000
3206 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 3002 * chance of abuse.
3208 */ 3003 */
3209 op->contr->braced = 0; 3004 op->contr->braced = 0;
3210 save_player (op, 1); 3005 op->contr->save ();
3211 3006
3212 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3010 * on the space that might harm the player.
3216 */ 3011 */
3217 will_kill_again = 0; 3012 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3221 3016
3222 if (will_kill_again) 3017 if (will_kill_again)
3223 { 3018 {
3224 object *force; 3019 object *force;
3225 int at; 3020 int at;
3226 3021
3227 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3024 force->speed = 0.1;
3230 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3029 force->resist[at] = 100;
3235 3030
3236 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3237 fix_player (op); 3032 op->update_stats ();
3238 3033
3239 } 3034 }
3240 3035
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 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} 3037}
3310
3311 3038
3312void 3039void
3313loot_object (object *op) 3040loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3316 3043
3317 if (op->container) 3044 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3046
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3323 { 3048 {
3324 next = tmp->below; 3049 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3050
3051 if (tmp->invisible)
3326 continue; 3052 continue;
3053
3327 tmp->remove (); 3054 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3057 { /* empty container to ground */
3331 loot_object (tmp); 3058 loot_object (tmp);
3353 */ 3080 */
3354 3081
3355void 3082void
3356fix_weight (void) 3083fix_weight (void)
3357{ 3084{
3358 player *pl; 3085 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3086 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3088
3364 if (old == sum) 3089 if (old == sum)
3365 continue; 3090 continue;
3366 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3093 }
3369} 3094}
3370 3095
3371void 3096void
3372fix_luck (void) 3097fix_luck (void)
3373{ 3098{
3374 player *pl; 3099 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3379} 3102}
3380
3381 3103
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3385 */ 3107 */
3386
3387void 3108void
3388cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3389{ 3110{
3390 object *skop, *spob; 3111 object *skop, *spob;
3391 3112
3436 object *tmp = NULL; 3157 object *tmp = NULL;
3437 3158
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3160 return 1;
3440 3161
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; 3162 return 0;
3447} 3163}
3448 3164
3449/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3281 if (mflags & P_OUT_OF_MAP)
3566 continue; 3282 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3284 continue;
3569 3285
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3287 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3289 return 1;
3574 else if (tmp->type == PLAYER) 3290 else if (tmp->type == PLAYER)
3575 { 3291 {
3605 if (pl->type != PLAYER) 3321 if (pl->type != PLAYER)
3606 { 3322 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3323 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3324 return -1;
3609 } 3325 }
3326
3610 if (!pl || !op) 3327 if (!pl || !op)
3611 return 0; 3328 return 0;
3612 3329
3613 if (op->head)
3614 {
3615 op = op->head; 3330 op = op->head_ ();
3616 } 3331
3617 get_rangevector (pl, op, &rv, 0x1); 3332 get_rangevector (pl, op, &rv, 0x1);
3618 3333
3619 /* starting with the 'head' part, lets loop 3334 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3335 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3336 * part that is in the los array but isnt on
3629 3344
3630 /* only the viewable area the player sees is updated by LOS 3345 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3346 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3347 * for any meaningful values.
3633 */ 3348 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3352 return 1;
3638 op = op->more; 3353 op = op->more;
3639 } 3354 }
3640 return 0; 3355 return 0;
3641} 3356}
3827 { 3542 {
3828 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3544 object *skin;
3830 3545
3831 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3547 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); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3833 if (skin == NULL) 3551 if (!skin)
3834 return; 3552 return;
3835 3553
3836 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3556 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines