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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 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 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_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
216 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
217 * we deal with that below this point. 313 * we deal with that below this point.
218 */ 314 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 318
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
230 320
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; 321 gen_sp_armour = 10;
249 p->last_speed = -1; 322 last_speed = -1;
250 p->shoottype = range_none; 323 shoottype = range_none;
251 p->bowtype = bow_normal; 324 bowtype = bow_normal;
252 p->petmode = pet_normal; 325 petmode = pet_normal;
253 p->listening = 10; 326 listening = 10;
254 p->usekeys = containers; 327 usekeys = containers;
255 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 330 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);
265 331
266 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
269 * at zero. 335 * at zero.
270 */ 336 */
271 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 339
277 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 341 last_resist[i] = -1;
279 342
280 p->last_stats.exp = -1; 343 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 345}
288 346
289/* This loads the first map an puts the player on it. */ 347void
290static void 348player::do_destroy ()
291set_first_map (object *op)
292{ 349{
293 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
299/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
301 * mode. 392 * mode.
302 */ 393 */
303 394player *
304int 395player::create ()
305add_player (client *ns)
306{ 396{
307 player *p = new player; 397 player *pl = new player;
308 398
309 p->socket = ns; 399 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob); 400 set_first_map (pl->ob);
318 401
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; 402 return pl;
327} 403}
328 404
329/* 405/*
330 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
340 { 416 {
341 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
342 at = first_archetype; 418 at = first_archetype;
343 else 419 else
344 at = at->next; 420 at = at->next;
421
345 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
346 return at; 423 return at;
424
347 if (at == start) 425 if (at == start)
348 { 426 {
349 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 428 exit (-1);
351 } 429 }
352 } 430 }
353} 431}
354 432
355
356object * 433object *
357get_nearest_player (object *mon) 434get_nearest_player (object *mon)
358{ 435{
359 object *op = NULL; 436 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 437 objectlink *ol;
362 unsigned lastdist; 438 unsigned lastdist;
363 rv_vector rv; 439 rv_vector rv;
364 440
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 473 {
398 op = ol->ob; 474 op = ol->ob;
399 lastdist = rv.distance; 475 lastdist = rv.distance;
400 } 476 }
401 } 477 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 478
403 { 479 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
408 { 482 {
409 op = pl->ob; 483 op = pl->ob;
410 lastdist = rv.distance; 484 lastdist = rv.distance;
411 } 485 }
412 } 486
413 }
414#if 0 487#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 489#endif
417 return op; 490 return op;
418} 491}
436 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 511 * is probably not a good thing.
439 */ 512 */
440#define MAX_SPACES 50 513#define MAX_SPACES 50
441
442 514
443/* 515/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
686 link_player_skills (pl); 758 link_player_skills (pl);
687} 759}
688 760
689void 761void
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) 762get_party_password (object *op, partylist *party)
774{ 763{
775 if (party == NULL) 764 if (party == NULL)
776 { 765 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 767 return;
779 } 768 }
769
780 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 774}
785
786 775
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 777static int
789roll_stat (void) 778roll_stat (void)
790{ 779{
791 int a[4], i, j, k; 780 int a[4], i, j, k;
792 781
793 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 786 if (a[i] < k)
798 k = a[i], j = i; 787 k = a[i], j = i;
799 788
800 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 790 if (i != j)
803 k += a[i]; 791 k += a[i];
804 } 792
805 return k; 793 return k;
806} 794}
807 795
808void 796void
809roll_stats (object *op) 797object::roll_stats ()
810{ 798{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 799 int statsort [7];
814 800
815 do 801 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 } 802 {
826 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
827 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
828 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 812 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;
836 813
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]; 814 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
861 821
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; 822 stats.exp = 0;
873 op->stats.ac = 0; 823 stats.ac = 0;
874 824
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; 825 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
883 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
884} 837}
885 838
886void 839void
887Roll_Again (object *op) 840object::swap_stats (int a, int b)
888{ 841{
889 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 843 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)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 845
894void 846 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
896{ 878{
897 signed char tmp;
898 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
899 880
900 if (op->contr->Swap_First == -1) 881 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); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 883 //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); 884 //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} 885}
1015 886
1016/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1020 * not the class. 891 * not the class.
1021 */ 892 */
1022
1023int 893int
1024key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1025{ 895{
1026 int tmp_loop; 896 int tmp_loop;
1027 897
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1035 { 899 {
1036 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1037 901
1038 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1044 908
1045 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1047 911
1048 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1049 913
1050 if (op->msg) 914 if (op->msg)
1051 op->msg = NULL; 915 op->msg = NULL;
1052 916
1053 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1062 start_info (op); 926 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 929 link_player_skills (op);
1066 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1067 fix_player (op); 931 op->update_stats ();
1068 932
1069 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1070 * is one for this race 934 * is one for this race
1071 */ 935 */
1072 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1073 { 937 {
1074 object *tmp; 938 object *tmp;
1075 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1076 940
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 942 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1084 * default initial map */ 948 * default initial map */
1085 tmp->destroy (); 949 tmp->destroy ();
1086 } 950 }
1087 else 951 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 953
1091 return 0; 954 return 0;
1092 } 955 }
1093 956
1094 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1099 while (!tmp_loop) 962 while (!tmp_loop)
1100 { 963 {
1101 shstr name = op->name; 964 shstr name = op->name;
1102 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1103 966
1104 remove_statbonus (op); 967 op->remove_statbonus ();
1105 op->remove (); 968 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1108 op->instantiate (); 971 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1111 op->x = x; 974 op->x = x;
1112 op->y = y; 975 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 979 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1118 } 981 }
1119 982
1120 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 985 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 988 op->stats.grace = 0;
1126 989
1127 if (op->msg) 990 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 992
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 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; 994 return 0;
1132} 995}
1133 996
1134int 997int
1135key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1136{ 999{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 1001 {
1141 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 1004 return 1;
1144 } 1005 }
1145 1006
1146 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1148 1009
1010 op->contr->enable_save = false;
1011
1149 terminate_all_pets (op); 1012 terminate_all_pets (op);
1150 leave_map (op); 1013 op->remove ();
1151 op->direction = 0; 1014 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 1016
1154 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1155 check_score (op); 1018 check_score (op);
1156 op->contr->party = NULL; 1019 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1159 1022
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; 1023 return 1;
1181} 1024}
1182 1025
1183void 1026void
1184flee_player (object *op) 1027flee_player (object *op)
1215 { 1058 {
1216 op->enemy = NULL; 1059 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1061 return;
1219 } 1062 }
1063
1220 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1221 1065
1222 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1224 { 1068 {
1225 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1226 1070
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1072 return;
1230 }
1231 } 1073 }
1074
1232 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1077 op->enemy = NULL;
1235} 1078}
1236 1079
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 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)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1167 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 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)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 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 } 1172 }
1173
1358 /* philosophy: 1174 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1175 * 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 1176 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1179 * example.
1364 * The drawback: right now it has no frontend, so you need to 1180 * 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 1181 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1608 if (!dir)
1793 { 1609 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1611 return 0;
1796 } 1612 }
1613
1797 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1799 else 1616 else
1800 { 1617 {
1801 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1809 { 1626 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1628 return 0;
1812 } 1629 }
1813 } 1630 }
1631
1814 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1815 { 1633 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1635 return 0;
1818 } 1636 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1639
1822 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1825 if (bowspeed < 1) 1644 if (bowspeed < 1)
1826 bowspeed = 1; 1645 bowspeed = 1;
1827 1646
1828 if (arrow == NULL) 1647 if (arrow == NULL)
1829 { 1648 {
1835 else 1654 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1656 return 0;
1838 } 1657 }
1839 } 1658 }
1659
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1662 return 0;
1844 } 1663
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1665 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1667 return 0;
1849 } 1668 }
1855 return 0; 1674 return 0;
1856 } 1675 }
1857 1676
1858 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1679 if (!arrow)
1861 { 1680 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1682 return 0;
1864 } 1683 }
1684
1865 arrow->set_owner (op); 1685 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1687 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1688
1872 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1873 { 1690 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1692 op->update_stats ();
1876 } 1693 }
1877 1694
1878 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1890 1707
1891 /* update the speed */ 1708 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 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; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1711
1895 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1899 1714
1900 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1901 { 1716 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1727 }
1913 1728
1914 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1916 1731
1917 if (bow->slaying != NULL) 1732 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1919 1734
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1737
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1926 1740
1927 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1742 move_arrow (arrow);
1929 1743
1930 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1956 } 1770 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1772 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1774 wcmod = -1;
1775
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1777 }
1963 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1964 { 1779 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1850
2036 if (item->arch) 1851 if (item->arch)
2037 { 1852 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2040 item->speed = 0; 1855 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1856 }
1857
2043 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1860 }
2046 } 1861 }
2047 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1863 drain_rod_charge (item);
2050 }
2051 } 1864 }
2052} 1865}
2053 1866
2054/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2055 */ 1868 */
2198 * 0 otherwise 2011 * 0 otherwise
2199 */ 2012 */
2200static int 2013static int
2201player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2202{ 2015{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* 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 - 2017 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2207 */ 2019 */
2208 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2250 */ 2062 */
2251
2252void 2063void
2253move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2254{ 2065{
2255 object *tmp, *mon; 2066 object *tmp, *mon;
2256 sint16 nx, ny; 2067 sint16 nx, ny;
2258 maptile *m; 2069 maptile *m;
2259 2070
2260 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2262 2073
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2264 2075
2265 /* If braced, or can't move to the square, and it is not out of the 2076 /* 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 2077 * 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 2078 * 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 2079 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2281 } 2092 }
2282 else 2093 else
2283 m = op->map; 2094 m = op->map;
2284 2095
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2097 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2099 return;
2289 } 2100 }
2290 2101
2291 mon = NULL; 2102 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* 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. 2104 * 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 2105 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2106 * on the space
2296 */ 2107 */
2297 while (tmp != NULL) 2108 while (tmp)
2298 { 2109 {
2299 if (tmp == op) 2110 if (tmp == op)
2300 { 2111 {
2301 tmp = tmp->above; 2112 tmp = tmp->above;
2302 continue; 2113 continue;
2312 mon = tmp; 2123 mon = tmp;
2313 2124
2314 tmp = tmp->above; 2125 tmp = tmp->above;
2315 } 2126 }
2316 2127
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2129 return; /* into a wall */
2319 2130
2320 if (mon->head != NULL) 2131 if (mon->head)
2321 mon = mon->head; 2132 mon = mon->head;
2322 2133
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2325 return; 2136 return;
2362 * attack them either. 2173 * attack them either.
2363 */ 2174 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2178 (op->contr->peaceful
2368 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2369 && mon->contr-> 2180 && mon->contr->
2370 peaceful)) && 2181 peaceful)) &&
2371#else 2182#else
2372 op->contr->peaceful && 2183 op->contr->peaceful &&
2373#endif 2184#endif
2374 !on_battleground)) 2185 !on_battleground))
2375 { 2186 {
2376 if (!op->contr->braced) 2187 if (!op->contr->braced)
2377 { 2188 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2380 } 2191 }
2381 else 2192 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2194
2385 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2196 make_visible (op);
2387 } 2197 }
2388 2198
2389 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2228
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2230 }
2421 2231
2422 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2423 2233
2424 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2237 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2240 {
2431 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2432 2242
2433 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2436 } 2246 }
2247
2437 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2438 make_visible (op); 2249 make_visible (op);
2439 } 2250 }
2440 } /* if player should attack something */ 2251 } /* if player should attack something */
2441} 2252}
2476 2287
2477 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2289 * server can handle repeat firing.
2479 */ 2290 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2292 op->direction = dir;
2483 }
2484 else 2293 else
2485 {
2486 op->direction = 0; 2294 op->direction = 0;
2487 } 2295
2488 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2298 * for players.
2491 */ 2299 */
2492 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2544 2352
2545 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2355 * called, so we recheck it here.
2548 */ 2356 */
2549 op->contr->socket->handle_command (); 2357 op->contr->ns->handle_command ();
2358
2550 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2551 return 0; 2360 return 0;
2552 2361
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2363 {
2591 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2592 2401
2593 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2594 op->stats.food = 999; 2403 op->stats.food = 999;
2595 2404
2596 fix_player (op); 2405 op->update_stats ();
2597 return 1; 2406 return 1;
2598 } 2407 }
2599 2408
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2422{
2614 object *next; 2423 object *next;
2615 2424
2616 while (op) 2425 while (op)
2617 { 2426 {
2618 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2428
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2430 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2629 } 2435 }
2630 else if (op->inv) 2436 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2632 2438
2633 op = next; 2439 op = next;
2634 } 2440 }
2635} 2441}
2636
2637 2442
2638/* 2443/*
2639 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2481 strcat (buf2, buf);
2677 2482
2678 return buf2; 2483 return buf2;
2679} 2484}
2680
2681
2682 2485
2683void 2486void
2684do_some_living (object *op) 2487do_some_living (object *op)
2685{ 2488{
2686 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2695 const int max_grace = 1; 2498 const int max_grace = 1;
2696 2499
2697 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2698 { 2501 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 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) 2503 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]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2505 }
2703 2506
2704 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2705 { 2508 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2513 else
2712 { 2514 {
2713 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2517 }
2518
2716 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2521 else
2719 { 2522 {
2720 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2525 }
2526
2723 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2529 else
2726 { 2530 {
2727 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2549 op->stats.food = last_food;
2746 } 2550 }
2747 } 2551 }
2552
2748 if (max_sp > 1) 2553 if (max_sp > 1)
2749 { 2554 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2556 if (over_sp > 0)
2752 { 2557 {
2753 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2754 { 2559 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2563 op->stats.sp--;
2564
2758 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2760 } 2567 }
2761 op->last_sp = 0; 2568 op->last_sp = 0;
2762 } 2569 }
2763 else 2570 else
2764 {
2765 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);
2766 }
2767 } 2572 }
2768 else 2573 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2575 }
2773 2576
2774 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2777 { 2580 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2780 if (max_grace > 1) 2584 if (max_grace > 1)
2781 { 2585 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2587 if (over_grace > 0)
2784 { 2588 {
2812 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2618 op->stats.food = last_food;
2815 } 2619 }
2816 } 2620 }
2621
2817 if (max_hp > 1) 2622 if (max_hp > 1)
2818 { 2623 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2625 if (over_hp > 0)
2821 { 2626 {
2845 2650
2846 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2653 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2850 /* dms do not consume food */ 2656 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2658 op->stats.food--;
2853 } 2659 }
2854 }
2855 2660
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2662 {
2858 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2859 2664
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2666 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2674 break;
2870 } 2675 }
2871 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2872 flesh = tmp; 2677 flesh = tmp;
2873 } /* End if paid for object */ 2678 } /* End if paid for object */
2874 } /* end of for loop */ 2679 } /* end of for loop */
2680
2875 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2682 * eat flesh instead.
2877 */ 2683 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2685 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2882 } 2688 }
2883 } /* end if player is starving */ 2689 }
2884 2690
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2887 2693
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2695 kill_player (op);
2696 }
2890} 2697}
2891
2892
2893 2698
2894/* If the player should die (lack of hp, food, etc), we call this. 2699/* 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 2700 * 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 2701 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2702 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 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..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2734
2930 /* restore player */ 2735 /* restore player */
2931 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2738 {
2935 tmp->destroy (); 2739 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2741 }
2938 2742
2939 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2745 {
2943 tmp->destroy (); 2746 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2748 }
2946 2749
2948 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2753 op->stats.food = 999;
2951 2754
2952 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2757 {
2956 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2759 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " 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); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2763 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2767 }
2967 2768
2968 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2771 op->contr->braced = 0;
2996 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2997 return; 2798 return;
2998 } 2799 }
2999 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3000 } 2801 }
2802
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2804
3003 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3004 x = op->x; 2806 x = op->x;
3005 y = op->y; 2807 y = op->y;
3006 map = op->map; 2808 map = op->map;
3007 2809
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2811 * 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. 2812 * See the config.h file for a little more in depth detail about this.
3014 */ 2813 */
3015 2814
3016 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2817 * of death.
3019 */ 2818 */
3020#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3022 { 2821 {
3023 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2824 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2827 little bit harder. */
3029 /* GD */ 2828 /* GD */
3030 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2830 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2831 else
3036 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3037 num_stats_lose = 1; 2835 num_stats_lose = 1;
3038 } 2836
3039 lost_a_stat = 0; 2837 lost_a_stat = 0;
3040 2838
3041 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3042 { 2840 {
3043 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3044 2842
3045 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3046 { 2844 {
3047 /* Pick a random stat and take a point off it. Tell the player 2845 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2846 * what he lost.
3049 */ 2847 */
3050 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2853 lost_a_stat = 1;
2854 }
2855 else
2856 {
2857 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion");
2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2863 {
2864 dep = arch_to_object (deparch);
2865 insert_ob_in_ob (dep, op);
3056 } 2866 }
3057 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3058 { 2869 {
3059 /* deplete a stat */ 2870 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3061 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3062 2873 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2874 {
3066 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3068 } 2877
3069 lose_this_stat = 1; 2878 /* 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) 2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2884 {
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; 2885 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2887 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 } 2888 }
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 */ 2889 else
3111 if (this_stat >= -50)
3112 { 2890 {
3113 change_attr_value (&(dep->stats), i, -1); 2891 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; 2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2896 }
3119 } 2897 }
3120 } 2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2903 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a
2907 * difference.
2908 */
2909 if (this_stat >= -50)
2910 {
2911 change_attr_value (&(dep->stats), i, -1);
2912 SET_FLAG (dep, FLAG_APPLIED);
2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2914 op->update_stats ();
2915 lost_a_stat = 1;
2916 }
3121 } 2917 }
2918 }
2919 }
3122 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2921 if (!lost_a_stat)
3124 { 2922 {
3125 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3128 2926
3129 if (god && (strcmp (god, "none"))) 2927 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); 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2929 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2931 }
3134#else 2932#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2934#endif
3137 2935
3138 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2937 * exp loss on the stone.
3140 */ 2938 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2941 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2943 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); 2944 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; 2945 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2948
3151 /**************************************/ 2949 /**************************************/
3152 /* */ 2950 /* */
3153 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3156 /* */ 2954 /* */
3157 /**************************************/ 2955 /**************************************/
3158 2956
3159 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2958 /* restore player */
3161 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
3163 2961
3164 if (tmp) 2962 if (tmp)
3165 { 2963 {
3166 tmp->destroy (); 2964 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2966 }
3169 2967
3170 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2970 if (tmp)
3173 { 2971 {
3174 tmp->destroy (); 2972 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2974 }
3177 2975
3178 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3179 2977
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3183 op->stats.food = 900; 2981 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2985
3188 /* 2986 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2987 * 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 2988 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2989 * in the map.
3192 */ 2990 */
3193 2991
3194 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3196 2994
3197 /****************************************/ 2995 /****************************************/
3198 /* */ 2996 /* */
3199 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3201 /* */ 2999 /* */
3202 /****************************************/ 3000 /****************************************/
3203 3001
3204 enter_player_savebed (op); 3002 enter_player_savebed (op);
3205 3003
3206 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 3005 * chance of abuse.
3208 */ 3006 */
3209 op->contr->braced = 0; 3007 op->contr->braced = 0;
3210 save_player (op, 1); 3008 op->contr->save ();
3211 3009
3212 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3013 * on the space that might harm the player.
3216 */ 3014 */
3217 will_kill_again = 0; 3015 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3016 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3221 3019
3222 if (will_kill_again) 3020 if (will_kill_again)
3223 { 3021 {
3224 object *force; 3022 object *force;
3225 int at; 3023 int at;
3226 3024
3227 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3027 force->speed = 0.1;
3230 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3032 force->resist[at] = 100;
3235 3033
3236 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3237 fix_player (op); 3035 op->update_stats ();
3238 3036
3239 } 3037 }
3240 3038
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 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} 3040}
3310
3311 3041
3312void 3042void
3313loot_object (object *op) 3043loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3316 3046
3317 if (op->container) 3047 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3049
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3323 { 3051 {
3324 next = tmp->below; 3052 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3326 continue; 3055 continue;
3056
3327 tmp->remove (); 3057 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3060 { /* empty container to ground */
3331 loot_object (tmp); 3061 loot_object (tmp);
3353 */ 3083 */
3354 3084
3355void 3085void
3356fix_weight (void) 3086fix_weight (void)
3357{ 3087{
3358 player *pl; 3088 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3089 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3091
3364 if (old == sum) 3092 if (old == sum)
3365 continue; 3093 continue;
3366 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3096 }
3369} 3097}
3370 3098
3371void 3099void
3372fix_luck (void) 3100fix_luck (void)
3373{ 3101{
3374 player *pl; 3102 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3379} 3105}
3380
3381 3106
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3385 */ 3110 */
3386
3387void 3111void
3388cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3389{ 3113{
3390 object *skop, *spob; 3114 object *skop, *spob;
3391 3115
3436 object *tmp = NULL; 3160 object *tmp = NULL;
3437 3161
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3163 return 1;
3440 3164
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; 3165 return 0;
3447} 3166}
3448 3167
3449/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3566 continue; 3285 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3287 continue;
3569 3288
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3290 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3291 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3292 return 1;
3574 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3575 { 3294 {
3605 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3606 { 3325 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3327 return -1;
3609 } 3328 }
3329
3610 if (!pl || !op) 3330 if (!pl || !op)
3611 return 0; 3331 return 0;
3612 3332
3613 if (op->head)
3614 {
3615 op = op->head; 3333 op = op->head_ ();
3616 } 3334
3617 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3618 3336
3619 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3338 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3629 3347
3630 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3349 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3350 * for any meaningful values.
3633 */ 3351 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3355 return 1;
3638 op = op->more; 3356 op = op->more;
3639 } 3357 }
3640 return 0; 3358 return 0;
3641} 3359}
3751 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3752 return; 3470 return;
3753 3471
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3473
3756 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3757 { 3475 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3477 return;
3760 } 3478 }
3761 3479
3827 { 3545 {
3828 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3547 object *skin;
3830 3548
3831 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 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); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3552 ;
3553
3833 if (skin == NULL) 3554 if (!skin)
3834 return; 3555 return;
3835 3556
3836 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3559 {

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