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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 player *pl;
41 40
42 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 43 return pl;
46 }; 44
47 return NULL; 45 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} 46}
75 47
76void 48void
77display_motd (const object *op) 49display_motd (const object *op)
78{ 50{
87 return; 59 return;
88 60
89 motd[0] = '\0'; 61 motd[0] = '\0';
90 size = 0; 62 size = 0;
91 63
92 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
93 { 65 {
94 if (*buf == '#') 66 if (*buf == '#')
95 continue; 67 continue;
96 68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 88 return;
117 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
120 92
121 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
122 { 94 {
123 if (*buf == '#') 95 if (*buf == '#')
124 continue; 96 continue;
125 97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
187} 159}
188 160
189int 161/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 162static void
163set_first_map (object *op)
191{ 164{
192 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 166 op->x = -1;
194 return 0; 167 op->y = -1;
195 168 enter_exit (op, 0);
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 169}
202 170
203/* This no longer sets the player map. Also, it now updates 171void
204 * all the pointers so the caller doesn't need to do that. 172player::connect (client *ns)
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 173{
217 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
218 int i; 175 ns->pl = this;
219 176
220 /* Clears basically the entire player structure except 177 next = first_player;
221 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 206 */
223 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
224 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
225 /* There are some elements we want initialized to non zero value - 271 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 272 * we deal with that below this point.
227 */ 273 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 274 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 275 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 276 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 277
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 278 assign (savebed_map, first_map_path); /* Init. respawn position */
239 279
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 280 gen_sp_armour = 10;
258 p->last_speed = -1; 281 last_speed = -1;
259 p->shoottype = range_none; 282 shoottype = range_none;
260 p->bowtype = bow_normal; 283 bowtype = bow_normal;
261 p->petmode = pet_normal; 284 petmode = pet_normal;
262 p->listening = 10; 285 listening = 10;
263 p->usekeys = containers; 286 usekeys = containers;
264 p->last_weapon_sp = -1; 287 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 288 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 289 do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273 290
274 /* we need to clear these to -1 and not zero - otherwise, 291 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 292 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 293 * send new values to the client, as things like exp start
277 * at zero. 294 * at zero.
278 */ 295 */
279 for (i = 0; i < NUM_SKILLS; i++) 296 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 297 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 298
285 for (i = 0; i < NROFATTACKS; i++) 299 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 300 last_resist[i] = -1;
287 301
288 p->last_stats.exp = -1; 302 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 303 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 304}
296 305
297/* This loads the first map an puts the player on it. */ 306player::~player ()
298static void
299set_first_map (object *op)
300{ 307{
301 strcpy (op->contr->maplevel, first_map_path); 308 terminate_all_pets (ob);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
307/* Tries to add player on the connection passwd in ns. 346/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 347 * All we can really get in this is some settings like host and display
309 * mode. 348 * mode.
310 */ 349 */
311 350player *
312int 351player::create ()
313add_player (client *ns)
314{ 352{
315 player *p = new player; 353 player *pl = new player;
316 354
317 p->socket = ns; 355 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 356
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 357 return pl;
335} 358}
336 359
337/* 360/*
338 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
445 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 470 * is probably not a good thing.
448 */ 471 */
449#define MAX_SPACES 50 472#define MAX_SPACES 50
450
451 473
452/* 474/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
695 link_player_skills (pl); 717 link_player_skills (pl);
696} 718}
697 719
698void 720void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 721get_party_password (object *op, partylist *party)
783{ 722{
784 if (party == NULL) 723 if (party == NULL)
785 { 724 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 726 return;
788 } 727 }
728
789 op->contr->write_buf[0] = '\0'; 729 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 733}
794
795 734
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 736static int
798roll_stat (void) 737roll_stat (void)
799{ 738{
800 int a[4], i, j, k; 739 int a[4], i, j, k;
801 740
802 for (i = 0; i < 4; i++) 741 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 745 if (a[i] < k)
807 k = a[i], j = i; 746 k = a[i], j = i;
808 747
809 for (i = 0, k = 0; i < 4; i++) 748 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 749 if (i != j)
812 k += a[i]; 750 k += a[i];
813 } 751
814 return k; 752 return k;
815} 753}
816 754
817void 755void
818roll_stats (object *op) 756object::roll_stats ()
819{ 757{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 758 int statsort [7];
823 759
824 do 760 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 761 {
835 while (sum < 82 || sum > 116); 762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
836 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
837 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 772
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
870 780
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 781 stats.exp = 0;
882 op->stats.ac = 0; 782 stats.ac = 0;
883 783
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
892 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
893} 796}
894 797
895void 798void
896Roll_Again (object *op) 799object::swap_stats (int a, int b)
897{ 800{
898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902
903void
904Swap_Stat (object *op, int Swap_Second)
905{
906 signed char tmp;
907 char buf[MAX_BUF];
908
909 if (op->contr->Swap_First == -1)
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
922 804
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
932 op->stats.ac = 0; 815 stats.ac = 0;
933 816
934 op->level = 1; 817 level = 1;
935 op->stats.exp = 0; 818 stats.exp = 0;
936 op->stats.ac = 0; 819 stats.ac = 0;
937 820
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
944 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
945 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
946 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 { 832 }
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 833}
1024 834
1025/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
1029 * not the class. 839 * not the class.
1030 */ 840 */
1031
1032int 841int
1033key_change_class (object *op, char key) 842key_change_class (object *op, char key)
1034{ 843{
1035 int tmp_loop; 844 int tmp_loop;
1036 845
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 846 if (key == 'd' || key == 'D')
1044 { 847 {
1045 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
1046 849
1047 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, op, 0, 0, 0);
1053 856
1054 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
1056 859
1057 op->contr->state = ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
1058 861
1059 if (op->msg) 862 if (op->msg)
1060 op->msg = NULL; 863 op->msg = NULL;
1061 864
1062 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1071 start_info (op); 874 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 876 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 877 link_player_skills (op);
1075 esrv_send_inventory (op, op); 878 esrv_send_inventory (op, op);
1076 fix_player (op); 879 op->update_stats ();
1077 880
1078 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1079 * is one for this race 882 * is one for this race
1080 */ 883 */
1081 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1107 while (!tmp_loop) 910 while (!tmp_loop)
1108 { 911 {
1109 shstr name = op->name; 912 shstr name = op->name;
1110 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1111 914
1112 remove_statbonus (op); 915 op->remove_statbonus ();
1113 op->remove (); 916 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 917 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 918 op->arch->clone.copy_to (op);
1116 op->instantiate (); 919 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1119 op->x = x; 922 op->x = x;
1120 op->y = y; 923 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 926 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 927 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 928 tmp_loop = allowed_class (op);
1126 } 929 }
1127 930
1128 update_object (op, UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 933 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 936 op->stats.grace = 0;
1134 937
1135 if (op->msg) 938 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 940
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 942 return 0;
1140} 943}
1141 944
1142int 945int
1143key_confirm_quit (object *op, char key) 946key_confirm_quit (object *op, char key)
1144{ 947{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 949 {
1149 op->contr->state = ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 952 return 1;
1152 } 953 }
1153 954
1154 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1159 op->direction = 0; 960 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161 962
1162 strcpy (op->contr->killer, "quit"); 963 strcpy (op->contr->killer, "quit");
1163 check_score (op); 964 check_score (op);
1164 op->contr->party = NULL; 965 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 966 op->contr->own_title[0] = '\0';
1167 967
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 968 object_ptr ob = op;
1169 {
1170 maptile *mp, *next;
1171 969
970 delete ob->contr;
971
1172 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */ 975 */
976 char buf[MAX_BUF];
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next) 978
1178 { 979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1179 next = mp->next; 981 next = mp->next;
982
1180 if (!strncmp (mp->path, buf, strlen (buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp); 984 delete_map (mp);
1182 } 985 }
1183 986
1184 delete_character (op->name, 1); 987 delete_character (ob->name, 1);
1185 }
1186 988
1187 play_again (op);
1188 return 1; 989 return 1;
1189} 990}
1190 991
1191void 992void
1192flee_player (object *op) 993flee_player (object *op)
1223 { 1024 {
1224 op->enemy = NULL; 1025 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1027 return;
1227 } 1028 }
1029
1228 get_rangevector (op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1229 1031
1230 dir = absdir (4 + rv.direction); 1032 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1033 for (diff = 0; diff < 3; diff++)
1232 { 1034 {
1233 int m = 1 - (RANDOM () & 2); 1035 int m = 1 - (RANDOM () & 2);
1234 1036
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1038 return;
1238 }
1239 } 1039 }
1040
1240 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1043 op->enemy = NULL;
1243} 1044}
1244 1045
1882 arrow->y = sy; 1683 arrow->y = sy;
1883 1684
1884 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1885 { 1686 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1688 op->update_stats ();
1888 } 1689 }
1889 1690
1890 SET_ANIMATION (arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
2052 item->speed = 0; 1853 item->speed = 0;
2053 update_ob_speed (item); 1854 update_ob_speed (item);
2054 } 1855 }
2055 if ((tmp = is_player_inv (item))) 1856 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1858 }
2058 } 1859 }
2059 else if (item->type == ROD || item->type == HORN) 1860 else if (item->type == ROD || item->type == HORN)
2060 { 1861 {
2210 * 0 otherwise 2011 * 0 otherwise
2211 */ 2012 */
2212static int 2013static int
2213player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2214{ 2015{
2215
2216 /* 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,
2217 * 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 -
2218 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2219 */ 2019 */
2220 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2262 */ 2062 */
2263
2264void 2063void
2265move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2266{ 2065{
2267 object *tmp, *mon; 2066 object *tmp, *mon;
2268 sint16 nx, ny; 2067 sint16 nx, ny;
2270 maptile *m; 2069 maptile *m;
2271 2070
2272 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2274 2073
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2276 2075
2277 /* 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
2278 * 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
2279 * 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
2280 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2293 } 2092 }
2294 else 2093 else
2295 m = op->map; 2094 m = op->map;
2296 2095
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2097 {
2299 /* 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"); */
2300 return; 2099 return;
2301 } 2100 }
2302 2101
2303 mon = NULL; 2102 mon = 0;
2304 /* 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
2305 * 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.
2306 * 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
2307 * on the space 2106 * on the space
2308 */ 2107 */
2309 while (tmp != NULL) 2108 while (tmp)
2310 { 2109 {
2311 if (tmp == op) 2110 if (tmp == op)
2312 { 2111 {
2313 tmp = tmp->above; 2112 tmp = tmp->above;
2314 continue; 2113 continue;
2324 mon = tmp; 2123 mon = tmp;
2325 2124
2326 tmp = tmp->above; 2125 tmp = tmp->above;
2327 } 2126 }
2328 2127
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2129 return; /* into a wall */
2331 2130
2332 if (mon->head != NULL) 2131 if (mon->head)
2333 mon = mon->head; 2132 mon = mon->head;
2334 2133
2335 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))
2336 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2337 return; 2136 return;
2374 * attack them either. 2173 * attack them either.
2375 */ 2174 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (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)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2178 (op->contr->peaceful
2380 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2381 && mon->contr-> 2180 && mon->contr->
2382 peaceful)) && 2181 peaceful)) &&
2383#else 2182#else
2384 op->contr->peaceful && 2183 op->contr->peaceful &&
2385#endif 2184#endif
2386 !on_battleground)) 2185 !on_battleground))
2387 { 2186 {
2388 if (!op->contr->braced) 2187 if (!op->contr->braced)
2389 { 2188 {
2390 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);
2391 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2392 } 2191 }
2393 else 2192 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2194
2397 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2196 make_visible (op);
2399 } 2197 }
2400 2198
2401 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2228
2431 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 */
2432 } 2230 }
2433 2231
2434 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2435 2233
2436 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2237 * the wiz.
2441 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))
2442 { 2240 {
2443 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2444 2242
2445 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2448 } 2246 }
2247
2449 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2450 make_visible (op); 2249 make_visible (op);
2451 } 2250 }
2452 } /* if player should attack something */ 2251 } /* if player should attack something */
2453} 2252}
2488 2287
2489 /* 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
2490 * server can handle repeat firing. 2289 * server can handle repeat firing.
2491 */ 2290 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2292 op->direction = dir;
2495 }
2496 else 2293 else
2497 {
2498 op->direction = 0; 2294 op->direction = 0;
2499 } 2295
2500 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2298 * for players.
2503 */ 2299 */
2504 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2557 /* 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
2558 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2355 * called, so we recheck it here.
2560 */ 2356 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2359 ;
2564 2360
2565 if (op->speed_left < 0) 2361 if (op->speed_left < 0)
2566 return 0; 2362 return 0;
2567 2363
2606 op->stats.hp = op->stats.maxhp; 2402 op->stats.hp = op->stats.maxhp;
2607 2403
2608 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2609 op->stats.food = 999; 2405 op->stats.food = 999;
2610 2406
2611 fix_player (op); 2407 op->update_stats ();
2612 return 1; 2408 return 1;
2613 } 2409 }
2614 2410
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 remove_unpaid_objects (op->inv, env); 2442 remove_unpaid_objects (op->inv, env);
2647 2443
2648 op = next; 2444 op = next;
2649 } 2445 }
2650} 2446}
2651
2652 2447
2653/* 2448/*
2654 * Returns pointer a static string containing gravestone text 2449 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2450 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2451 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2486 strcat (buf2, buf);
2692 2487
2693 return buf2; 2488 return buf2;
2694} 2489}
2695
2696
2697 2490
2698void 2491void
2699do_some_living (object *op) 2492do_some_living (object *op)
2700{ 2493{
2701 int last_food = op->stats.food; 2494 int last_food = op->stats.food;
2710 const int max_grace = 1; 2503 const int max_grace = 1;
2711 2504
2712 if (op->contr->outputs_sync) 2505 if (op->contr->outputs_sync)
2713 { 2506 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]); 2509 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2510 }
2718 2511
2719 if (op->contr->state == ST_PLAYING) 2512 if (op->contr->ns->state == ST_PLAYING)
2720 { 2513 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2514 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2515 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2516 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2517 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2518 else
2727 { 2519 {
2728 gen_hp = op->stats.maxhp; 2520 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2521 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2522 }
2523
2731 if (op->contr->gen_sp >= 0) 2524 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2525 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2526 else
2734 { 2527 {
2735 gen_sp = op->stats.maxsp; 2528 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2529 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2530 }
2531
2738 if (op->contr->gen_grace >= 0) 2532 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2534 else
2741 { 2535 {
2742 gen_grace = op->stats.maxgrace; 2536 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2552 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2554 op->stats.food = last_food;
2761 } 2555 }
2762 } 2556 }
2557
2763 if (max_sp > 1) 2558 if (max_sp > 1)
2764 { 2559 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2560 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2561 if (over_sp > 0)
2767 { 2562 {
2768 if (op->stats.sp < op->stats.maxsp) 2563 if (op->stats.sp < op->stats.maxsp)
2769 { 2564 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2568 op->stats.sp--;
2569
2773 if (op->stats.sp > op->stats.maxsp) 2570 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2571 op->stats.sp = op->stats.maxsp;
2775 } 2572 }
2776 op->last_sp = 0; 2573 op->last_sp = 0;
2777 } 2574 }
2778 else 2575 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2577 }
2783 else 2578 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2580 }
2788 2581
2789 /* Regenerate Grace */ 2582 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2584 if (--op->last_grace < 0)
2792 { 2585 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2586 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2795 if (max_grace > 1) 2589 if (max_grace > 1)
2796 { 2590 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2592 if (over_grace > 0)
2799 { 2593 {
2827 op->stats.food += op->contr->digestion; 2621 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2623 op->stats.food = last_food;
2830 } 2624 }
2831 } 2625 }
2626
2832 if (max_hp > 1) 2627 if (max_hp > 1)
2833 { 2628 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2630 if (over_hp > 0)
2836 { 2631 {
2860 2655
2861 if (op->contr->gen_hp > 0) 2656 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2658 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660
2865 /* dms do not consume food */ 2661 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2663 op->stats.food--;
2868 } 2664 }
2869 }
2870 2665
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2666 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2667 {
2873 object *tmp, *flesh = NULL; 2668 object *tmp, *flesh = 0;
2874 2669
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2670 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2671 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2673 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2675 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2677 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2678 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2679 break;
2885 } 2680 }
2886 else if (tmp->type == FLESH) 2681 else if (tmp->type == FLESH)
2887 flesh = tmp; 2682 flesh = tmp;
2888 } /* End if paid for object */ 2683 } /* End if paid for object */
2889 } /* end of for loop */ 2684 } /* end of for loop */
2685
2890 /* If player is still starving, it means they don't have any food, so 2686 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2687 * eat flesh instead.
2892 */ 2688 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2690 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2692 manual_apply (op, flesh, 0);
2897 } 2693 }
2898 } /* end if player is starving */ 2694 }
2899 2695
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2696 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2902 2698
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2700 kill_player (op);
2701 }
2905} 2702}
2906
2907
2908 2703
2909/* If the player should die (lack of hp, food, etc), we call this. 2704/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2705 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2706 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2707 * file.
3019 x = op->x; 2814 x = op->x;
3020 y = op->y; 2815 y = op->y;
3021 map = op->map; 2816 map = op->map;
3022 2817
3023 2818
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2819 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2820 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2821 * See the config.h file for a little more in depth detail about this.
3029 */ 2822 */
3030 2823
3031 /* Basically two ways to go - remove a stat permanently, or just 2824 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2825 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2826 * of death.
3034 */ 2827 */
3035#ifndef COZY_SERVER 2828#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2829 if (settings.balanced_stat_loss)
3037 { 2830 {
3038 /* If stat loss is permanent, lose one stat only. */ 2831 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2832 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2833 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2834 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2835 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2836 little bit harder. */
3044 /* GD */ 2837 /* GD */
3045 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2839 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2840 else
3051 { 2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 }
2843 else
2844 {
3052 num_stats_lose = 1; 2845 num_stats_lose = 1;
3053 } 2846 }
3054 lost_a_stat = 0; 2847 lost_a_stat = 0;
3055 2848
3056 for (z = 0; z < num_stats_lose; z++) 2849 for (z = 0; z < num_stats_lose; z++)
3057 { 2850 {
3058 i = RANDOM () % NUM_STATS; 2851 i = RANDOM () % NUM_STATS;
3059 2852
3060 if (settings.stat_loss_on_death) 2853 if (settings.stat_loss_on_death)
3061 { 2854 {
3062 /* Pick a random stat and take a point off it. Tell the player 2855 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2856 * what he lost.
3064 */ 2857 */
3065 change_attr_value (&(op->stats), i, -1); 2858 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2859 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2860 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2861 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2863 lost_a_stat = 1;
2864 }
2865 else
2866 {
2867 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion");
2869 object *dep;
2870
2871 dep = present_arch_in_ob (deparch, op);
2872 if (!dep)
2873 {
2874 dep = arch_to_object (deparch);
2875 insert_ob_in_ob (dep, op);
3071 } 2876 }
3072 else 2877 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss)
3073 { 2879 {
3074 /* deplete a stat */ 2880 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2881 /* Get the stat that we're about to deplete. */
3076 object *dep; 2882 this_stat = get_attr_value (&(dep->stats), i);
3077 2883 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2884 {
3081 dep = arch_to_object (deparch); 2885 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2886 int keep_chance = this_stat * this_stat;
3083 } 2887
3084 lose_this_stat = 1; 2888 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2889 if (keep_chance < 1)
2890 keep_chance = 1;
2891
2892 /* There is a maximum depletion total per level. */
2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2894 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2895 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2896 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2897 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2898 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2899 else
3126 if (this_stat >= -50)
3127 { 2900 {
3128 change_attr_value (&(dep->stats), i, -1); 2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2902 lose_this_stat = 0;
2903 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2904 this_stat, keep_chance, loss_chance,
2905 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2906 }
3134 } 2907 }
3135 } 2908 }
2909
2910 if (lose_this_stat)
2911 {
2912 this_stat = get_attr_value (&(dep->stats), i);
2913 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a
2917 * difference.
2918 */
2919 if (this_stat >= -50)
2920 {
2921 change_attr_value (&(dep->stats), i, -1);
2922 SET_FLAG (dep, FLAG_APPLIED);
2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2924 op->update_stats ();
2925 lost_a_stat = 1;
2926 }
3136 } 2927 }
2928 }
2929 }
3137 /* If no stat lost, tell the player. */ 2930 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2931 if (!lost_a_stat)
3139 { 2932 {
3140 /* determine_god() seems to not work sometimes... why is this? 2933 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2934 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2935 const char *god = determine_god (op);
3143 2936
3144 if (god && (strcmp (god, "none"))) 2937 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2939 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2941 }
3149#else 2942#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2944#endif
3152 2945
3153 /* Put a gravestone up where the character 'almost' died. List the 2946 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2947 * exp loss on the stone.
3155 */ 2948 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2949 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2950 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2951 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2952 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2953 tmp->name_pl = buf;
3161 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); 2954 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);
3162 tmp->msg = buf; 2955 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2958
3166 /**************************************/ 2959 /**************************************/
3167 /* */ 2960 /* */
3168 /* Subtract the experience points, */ 2961 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2962 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2963 /* food, and reset HP's... */
3171 /* */ 2964 /* */
3172 /**************************************/ 2965 /**************************************/
3173 2966
3174 /* remove any poisoning and confusion the character may be suffering. */ 2967 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2968 /* restore player */
3176 at = archetype::find ("poisoning"); 2969 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
3178 2971
3179 if (tmp) 2972 if (tmp)
3180 { 2973 {
3181 tmp->destroy (); 2974 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2976 }
3184 2977
3185 at = archetype::find ("confusion"); 2978 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2979 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2980 if (tmp)
3188 { 2981 {
3189 tmp->destroy (); 2982 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2984 }
3192 2985
3193 cure_disease (op, 0); /* remove any disease */ 2986 cure_disease (op, 0); /* remove any disease */
3194 2987
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2988 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2989 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2990 if (op->stats.food < 100)
3198 op->stats.food = 900; 2991 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2995
3203 /* 2996 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2997 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back 2998 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2999 * in the map.
3207 */ 3000 */
3208 3001
3209 if (is_in_shop (op)) 3002 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 3003 remove_unpaid_objects (op->inv, op);
3211 3004
3212 /****************************************/ 3005 /****************************************/
3213 /* */ 3006 /* */
3214 /* Move player to his current respawn- */ 3007 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 3008 /* position (usually last savebed) */
3216 /* */ 3009 /* */
3217 /****************************************/ 3010 /****************************************/
3218 3011
3219 enter_player_savebed (op); 3012 enter_player_savebed (op);
3220 3013
3221 /* Save the player before inserting the force to reduce 3014 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 3015 * chance of abuse.
3223 */ 3016 */
3224 op->contr->braced = 0; 3017 op->contr->braced = 0;
3225 save_player (op, 1); 3018 op->contr->save ();
3226 3019
3227 /* it is possible that the player has blown something up 3020 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 3021 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3022 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3023 * on the space that might harm the player.
3231 */ 3024 */
3232 will_kill_again = 0; 3025 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3026 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3027 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3028 will_kill_again |= tmp->attacktype;
3236 3029
3237 if (will_kill_again) 3030 if (will_kill_again)
3238 { 3031 {
3239 object *force; 3032 object *force;
3240 int at; 3033 int at;
3241 3034
3242 force = get_archetype (FORCE_NAME); 3035 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3036 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3037 force->speed = 0.1;
3245 force->speed_left = -5.0; 3038 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3039 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3040 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3041 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3042 force->resist[at] = 100;
3250 3043
3251 insert_ob_in_ob (force, op); 3044 insert_ob_in_ob (force, op);
3252 fix_player (op); 3045 op->update_stats ();
3253 3046
3254 } 3047 }
3255 3048
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 3050}
3325
3326 3051
3327void 3052void
3328loot_object (object *op) 3053loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3054{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3055 object *tmp, *tmp2, *next;
3331 3056
3332 if (op->container) 3057 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3058 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3059
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3060 for (tmp = op->inv; tmp; tmp = next)
3338 { 3061 {
3339 next = tmp->below; 3062 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3063
3064 if (tmp->invisible)
3341 continue; 3065 continue;
3066
3342 tmp->remove (); 3067 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3068 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3069 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3070 { /* empty container to ground */
3346 loot_object (tmp); 3071 loot_object (tmp);
3368 */ 3093 */
3369 3094
3370void 3095void
3371fix_weight (void) 3096fix_weight (void)
3372{ 3097{
3373 player *pl;
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next) 3098 for (player *pl = first_player; pl; pl = pl->next)
3376 { 3099 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3101
3379 if (old == sum) 3102 if (old == sum)
3380 continue; 3103 continue;
3381 fix_player (pl->ob); 3104 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3106 }
3384} 3107}
3385 3108
3386void 3109void
3387fix_luck (void) 3110fix_luck (void)
3388{ 3111{
3389 player *pl;
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next) 3112 for (player *pl = first_player; pl; pl = pl->next)
3392 if (!pl->ob->contr->state) 3113 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3114 pl->ob->change_luck (0);
3394} 3115}
3395
3396 3116
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3117/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3118 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3119 * just treat this as any other spell casting object.
3400 */ 3120 */
3401
3402void 3121void
3403cast_dust (object *op, object *throw_ob, int dir) 3122cast_dust (object *op, object *throw_ob, int dir)
3404{ 3123{
3405 object *skop, *spob; 3124 object *skop, *spob;
3406 3125
3451 object *tmp = NULL; 3170 object *tmp = NULL;
3452 3171
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3173 return 1;
3455 3174
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3175 return 0;
3462} 3176}
3463 3177
3464/* look at the surrounding terrain to determine 3178/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3179 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3294 if (mflags & P_OUT_OF_MAP)
3581 continue; 3295 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3296 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3297 continue;
3584 3298
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3299 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3300 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3301 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3302 return 1;
3589 else if (tmp->type == PLAYER) 3303 else if (tmp->type == PLAYER)
3590 { 3304 {
3644 3358
3645 /* only the viewable area the player sees is updated by LOS 3359 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3360 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3361 * for any meaningful values.
3648 */ 3362 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3366 return 1;
3653 op = op->more; 3367 op = op->more;
3654 } 3368 }
3655 return 0; 3369 return 0;
3656} 3370}
3842 { 3556 {
3843 /* forces in the treasurelist can alter the player's stats */ 3557 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3558 object *skin;
3845 3559
3846 /* first get the dragon skin force */ 3560 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3563 ;
3564
3848 if (skin == NULL) 3565 if (!skin)
3849 return; 3566 return;
3850 3567
3851 /* adding new spellpath attunements */ 3568 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3569 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3570 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines