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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.90 by root, Sun Jan 7 21:54:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
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}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 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 */ 129 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 */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int 153/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 154static void
155set_first_map (object *op)
191{ 156{
192 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
194 return 0; 179 return;
195 180
196 for (; *cp != '\0'; cp++) 181 players.insert (this);
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
198 return 0; 192 return;
199 193
200 return 1; 194 terminate_all_pets (ob);
201} 195 ob->deactivate_recursive ();
196 ob->remove ();
197 ob->map = 0;
202 198
203/* This no longer sets the player map. Also, it now updates 199 players.erase (this);
204 * all the pointers so the caller doesn't need to do that. 200}
205 * Caller is responsible for setting the correct map.
206 */
207 201
208/* Redo this to do both get_player_ob and get_player. 202// connect the player with a specific client
209 * Hopefully this will be less bugfree and simpler. 203// also changed, rationalises, and fixes some incorrect settings
210 * Returns the player structure. If 'p' is null, 204void
211 * we create a new one. Otherwise, we recycle 205player::connect (client *ns)
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 206{
217 object *op = arch_to_object (get_player_archetype (0)); 207 this->ns = ns;
218 int i; 208 ns->pl = this;
219 209
220 /* Clears basically the entire player structure except 210 ns->update_look = 0;
221 * for next and socket. 211 ns->look_position = 0;
212
213 clear_los (ob);
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 235 */
223 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
224 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 if (ns)
286 {
287 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289
290 INVOKE_PLAYER (DISCONNECT, this);
291
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 deactivate ();
297}
298
299// the need for this function can be explained
300// by load_object not returning the object
301void
302player::set_object (object *op)
303{
304 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */
306
307 ob->speed_left = 0.5;
308 ob->speed = 1.0;
309 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314}
315
316player::player ()
317{
225 /* There are some elements we want initialized to non zero value - 318 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 319 * we deal with that below this point.
227 */ 320 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 321 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 322 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 323 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 324
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 325 savebed_map = first_map_path; /* Init. respawn position */
239 326
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; 327 gen_sp_armour = 10;
258 p->last_speed = -1; 328 last_speed = -1;
259 p->shoottype = range_none; 329 shoottype = range_none;
260 p->bowtype = bow_normal; 330 bowtype = bow_normal;
261 p->petmode = pet_normal; 331 petmode = pet_normal;
262 p->listening = 10; 332 listening = 10;
263 p->usekeys = containers; 333 usekeys = containers;
264 p->last_weapon_sp = -1; 334 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 336 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);
273 337
274 /* we need to clear these to -1 and not zero - otherwise, 338 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 339 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 340 * send new values to the client, as things like exp start
277 * at zero. 341 * at zero.
278 */ 342 */
279 for (i = 0; i < NUM_SKILLS; i++) 343 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 344 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 345
285 for (i = 0; i < NROFATTACKS; i++) 346 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 347 last_resist[i] = -1;
287 348
288 p->last_stats.exp = -1; 349 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 350 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 351}
296 352
297/* This loads the first map an puts the player on it. */ 353void
298static void 354player::do_destroy ()
299set_first_map (object *op)
300{ 355{
301 strcpy (op->contr->maplevel, first_map_path); 356 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
307/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
309 * mode. 375 * mode.
310 */ 376 */
311 377player *
312int 378player::create ()
313add_player (client *ns)
314{ 379{
315 player *p = new player; 380 player *pl = new player;
316 381
317 p->socket = ns; 382 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 383 set_first_map (pl->ob);
326 384
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; 385 return pl;
335} 386}
336 387
337/* 388/*
338 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
364 415
365object * 416object *
366get_nearest_player (object *mon) 417get_nearest_player (object *mon)
367{ 418{
368 object *op = NULL; 419 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 420 objectlink *ol;
371 unsigned lastdist; 421 unsigned lastdist;
372 rv_vector rv; 422 rv_vector rv;
373 423
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
406 { 456 {
407 op = ol->ob; 457 op = ol->ob;
408 lastdist = rv.distance; 458 lastdist = rv.distance;
409 } 459 }
410 } 460 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 461
412 { 462 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 463 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 464 if (lastdist > rv.distance)
417 { 465 {
418 op = pl->ob; 466 op = pl->ob;
419 lastdist = rv.distance; 467 lastdist = rv.distance;
420 } 468 }
421 } 469
422 }
423#if 0 470#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 471 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 472#endif
426 return op; 473 return op;
427} 474}
445 * circling behaviour. Unfortunately, this function is also used to determined 492 * 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 493 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 494 * is probably not a good thing.
448 */ 495 */
449#define MAX_SPACES 50 496#define MAX_SPACES 50
450
451 497
452/* 498/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 499 * 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 500 * 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 501 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
695 link_player_skills (pl); 741 link_player_skills (pl);
696} 742}
697 743
698void 744void
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) 745get_party_password (object *op, partylist *party)
783{ 746{
784 if (party == NULL) 747 if (party == NULL)
785 { 748 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 750 return;
788 } 751 }
752
789 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 757}
794
795 758
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 760static int
798roll_stat (void) 761roll_stat (void)
799{ 762{
800 int a[4], i, j, k; 763 int a[4], i, j, k;
801 764
802 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 769 if (a[i] < k)
807 k = a[i], j = i; 770 k = a[i], j = i;
808 771
809 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 773 if (i != j)
812 k += a[i]; 774 k += a[i];
813 } 775
814 return k; 776 return k;
815} 777}
816 778
817void 779void
818roll_stats (object *op) 780object::roll_stats ()
819{ 781{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 782 int statsort [7];
823 783
824 do 784 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 } 785 {
835 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
836 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
837 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 795 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;
845 796
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]; 797 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
870 804
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; 805 stats.exp = 0;
882 op->stats.ac = 0; 806 stats.ac = 0;
883 807
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; 808 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
892 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
893} 820}
894 821
895void 822void
896Roll_Again (object *op) 823object::swap_stats (int a, int b)
897{ 824{
898 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 828
903void 829 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
905{ 861{
906 signed char tmp;
907 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
908 863
909 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
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;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->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 {
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); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 868}
1024 869
1025/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1029 * not the class. 874 * not the class.
1030 */ 875 */
1031
1032int 876int
1033key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1034{ 878{
1035 int tmp_loop; 879 int tmp_loop;
1036 880
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1044 { 882 {
1045 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1046 884
1047 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1053 891
1054 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1056 894
1057 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1058 896
1059 if (op->msg) 897 if (op->msg)
1060 op->msg = NULL; 898 op->msg = NULL;
1061 899
1062 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1071 start_info (op); 909 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 910 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 911 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 912 link_player_skills (op);
1075 esrv_send_inventory (op, op); 913 esrv_send_inventory (op, op);
1076 fix_player (op); 914 op->update_stats ();
1077 915
1078 /* This moves the player to a different start map, if there 916 /* This moves the player to a different start map, if there
1079 * is one for this race 917 * is one for this race
1080 */ 918 */
1081 if (*first_map_ext_path) 919 if (*first_map_ext_path)
1082 { 920 {
1083 object *tmp; 921 object *tmp;
1084 char mapname[MAX_BUF]; 922 char mapname[MAX_BUF];
1085 923
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 925 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 926 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 927 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 928 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 929 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 930 * if the map isn't there, then stay on the
1093 * default initial map */ 931 * default initial map */
1094 tmp->destroy (); 932 tmp->destroy ();
1095 } 933 }
1096 else 934 else
1107 while (!tmp_loop) 945 while (!tmp_loop)
1108 { 946 {
1109 shstr name = op->name; 947 shstr name = op->name;
1110 int x = op->x, y = op->y; 948 int x = op->x, y = op->y;
1111 949
1112 remove_statbonus (op); 950 op->remove_statbonus ();
1113 op->remove (); 951 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 952 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 953 op->arch->clone.copy_to (op);
1116 op->instantiate (); 954 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 955 op->stats = op->contr->orig_stats;
1119 op->x = x; 957 op->x = x;
1120 op->y = y; 958 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 959 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 960 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 961 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 962 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 963 tmp_loop = allowed_class (op);
1126 } 964 }
1127 965
1128 update_object (op, UP_OBJ_FACE); 966 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 967 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 968 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 969 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 970 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 971 op->stats.grace = 0;
1134 972
1135 if (op->msg) 973 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 974 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 975
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 976 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; 977 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* 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,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 978}
1190 979
1191void 980void
1192flee_player (object *op) 981flee_player (object *op)
1193{ 982{
1223 { 1012 {
1224 op->enemy = NULL; 1013 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1014 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1015 return;
1227 } 1016 }
1017
1228 get_rangevector (op, op->enemy, &rv, 0); 1018 get_rangevector (op, op->enemy, &rv, 0);
1229 1019
1230 dir = absdir (4 + rv.direction); 1020 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1021 for (diff = 0; diff < 3; diff++)
1232 { 1022 {
1233 int m = 1 - (RANDOM () & 2); 1023 int m = 1 - (RANDOM () & 2);
1234 1024
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1025 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1026 return;
1238 }
1239 } 1027 }
1028
1240 /* Cornered, get rid of scared */ 1029 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1031 op->enemy = NULL;
1243} 1032}
1244 1033
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1121 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1125 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1126 }
1127
1366 /* philosophy: 1128 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1129 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1130 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1131 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1132 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1133 * example.
1372 * The drawback: right now it has no frontend, so you need to 1134 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1135 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1136 * convert to decimal and then 'pickup <#>
1874 return 0; 1636 return 0;
1875 } 1637 }
1876 1638
1877 arrow->set_owner (op); 1639 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1640 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1641 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1642
1884 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1885 { 1644 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1646 op->update_stats ();
1888 } 1647 }
1889 1648
1890 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1651 arrow->stats.hp = arrow->stats.dam;
1902 1661
1903 /* update the speed */ 1662 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1665
1907 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1911 1668
1912 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1913 { 1670 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1684 arrow->attacktype |= bow->attacktype;
1928 1685
1929 if (bow->slaying) 1686 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1687 arrow->slaying = bow->slaying;
1931 1688
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1689 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1691
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1693 m->insert (arrow, sx, sy, op);
1938 1694
1939 if (!arrow->destroyed ()) 1695 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1696 move_arrow (arrow);
1941 1697
1942 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1968 } 1724 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1725 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1726 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1728 wcmod = -1;
1729
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1731 }
1975 else if (op->contr->bowtype == bow_threewide) 1732 else if (op->contr->bowtype == bow_threewide)
1976 { 1733 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1804
2048 if (item->arch) 1805 if (item->arch)
2049 { 1806 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1808 item->face = item->arch->clone.face;
2052 item->speed = 0; 1809 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1810 }
1811
2055 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1814 }
2058 } 1815 }
2059 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1817 drain_rod_charge (item);
2062 }
2063 } 1818 }
2064} 1819}
2065 1820
2066/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2067 */ 1822 */
2210 * 0 otherwise 1965 * 0 otherwise
2211 */ 1966 */
2212static int 1967static int
2213player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2214{ 1969{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* 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 - 1971 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2219 */ 1973 */
2220 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2012 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2013 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2014 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2015 * going to try and move (not fire weapons).
2262 */ 2016 */
2263
2264void 2017void
2265move_player_attack (object *op, int dir) 2018move_player_attack (object *op, int dir)
2266{ 2019{
2267 object *tmp, *mon; 2020 object *tmp, *mon;
2268 sint16 nx, ny; 2021 sint16 nx, ny;
2270 maptile *m; 2023 maptile *m;
2271 2024
2272 nx = freearr_x[dir] + op->x; 2025 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2026 ny = freearr_y[dir] + op->y;
2274 2027
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2276 2029
2277 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 2032 * 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 2033 * player. This is a pretty nasty hack, because if we could
2285 */ 2038 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2040 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2042 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2291 if (!m) 2044 if (!m)
2292 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2293 } 2046 }
2294 else 2047 else
2295 m = op->map; 2048 m = op->map;
2296 2049
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2050 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 2051 return;
2301 }
2302 2052
2303 mon = NULL; 2053 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2057 * on the space
2308 */ 2058 */
2309 while (tmp != NULL) 2059 while (tmp)
2310 { 2060 {
2311 if (tmp == op) 2061 if (tmp == op)
2312 { 2062 {
2313 tmp = tmp->above; 2063 tmp = tmp->above;
2314 continue; 2064 continue;
2324 mon = tmp; 2074 mon = tmp;
2325 2075
2326 tmp = tmp->above; 2076 tmp = tmp->above;
2327 } 2077 }
2328 2078
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2080 return; /* into a wall */
2331 2081
2332 if (mon->head != NULL) 2082 if (mon->head)
2333 mon = mon->head; 2083 mon = mon->head;
2334 2084
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2086 if (player_attack_door (op, mon))
2337 return; 2087 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2110 {
2361 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2112 if (op->contr->braced)
2363 return; 2113 return;
2114
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2116 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2118 make_visible (op);
2119
2368 return; 2120 return;
2369 } 2121 }
2370 2122
2371 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2126 * attack them either.
2375 */ 2127 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2131 (op->contr->peaceful
2380 || (mon->type == PLAYER 2132 || (mon->type == PLAYER
2381 && mon->contr-> 2133 && mon->contr->
2382 peaceful)) && 2134 peaceful)) &&
2383#else 2135#else
2384 op->contr->peaceful && 2136 op->contr->peaceful &&
2385#endif 2137#endif
2386 !on_battleground)) 2138 !on_battleground))
2387 { 2139 {
2388 if (!op->contr->braced) 2140 if (!op->contr->braced)
2389 { 2141 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2392 } 2144 }
2393 else 2145 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2147
2397 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2149 make_visible (op);
2399 } 2150 }
2400 2151
2401 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2412 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2167 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2170 {
2421 2171
2422 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2179 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2180
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2182 }
2433 2183
2434 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2435 2185
2436 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2189 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2192 {
2443 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2444 2194
2445 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2448 } 2198 }
2199
2449 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2450 make_visible (op); 2201 make_visible (op);
2451 } 2202 }
2452 } /* if player should attack something */ 2203 } /* if player should attack something */
2453} 2204}
2455int 2206int
2456move_player (object *op, int dir) 2207move_player (object *op, int dir)
2457{ 2208{
2458 int pick; 2209 int pick;
2459 2210
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2212 return 0;
2462 2213
2463 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2465 { 2216 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2218 return 0;
2468 } 2219 }
2469 2220
2470 /* peterm: added following line */ 2221 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2224
2474 op->facing = dir; 2225 op->facing = dir;
2475 2226
2488 2239
2489 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2241 * server can handle repeat firing.
2491 */ 2242 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2244 op->direction = dir;
2495 }
2496 else 2245 else
2497 {
2498 op->direction = 0; 2246 op->direction = 0;
2499 } 2247
2500 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2250 * for players.
2503 */ 2251 */
2504 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2556 2304
2557 /* call this here - we also will call this in do_ericserver, but 2305 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2306 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2307 * called, so we recheck it here.
2560 */ 2308 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2309 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2310 return 1;
2563 ;
2564 2311
2565 if (op->speed_left < 0) 2312 if (op->speed_left > 0)
2566 return 0; 2313 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2314 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2315 {
2570 /* All move commands take 1 tick, at least for now */ 2316 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2317 op->speed_left--;
2572 2318
2573 /* Instead of all the stuff below, let move_player take care 2319 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2320 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2321 * there, as well as the confusion stuff.
2576 */ 2322 */
2577 move_player (op, op->direction); 2323 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2324
2579 return 1; 2325 return op->speed_left > 0;
2580 else 2326 }
2581 return 0;
2582 } 2327 }
2583 2328
2584 return 0; 2329 return 0;
2585} 2330}
2586 2331
2606 op->stats.hp = op->stats.maxhp; 2351 op->stats.hp = op->stats.maxhp;
2607 2352
2608 if (op->stats.food < 0) 2353 if (op->stats.food < 0)
2609 op->stats.food = 999; 2354 op->stats.food = 999;
2610 2355
2611 fix_player (op); 2356 op->update_stats ();
2612 return 1; 2357 return 1;
2613 } 2358 }
2614 2359
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2361 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2373{
2629 object *next; 2374 object *next;
2630 2375
2631 while (op) 2376 while (op)
2632 { 2377 {
2633 next = op->below; /* Make sure we have a good value, in case 2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2379
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2381 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2382 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2383 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2384
2385 op->insert_at (env);
2644 } 2386 }
2645 else if (op->inv) 2387 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2388 remove_unpaid_objects (op->inv, env);
2647 2389
2648 op = next; 2390 op = next;
2649 } 2391 }
2650} 2392}
2651
2652 2393
2653/* 2394/*
2654 * Returns pointer a static string containing gravestone text 2395 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2396 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2397 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2432 strcat (buf2, buf);
2692 2433
2693 return buf2; 2434 return buf2;
2694} 2435}
2695
2696
2697 2436
2698void 2437void
2699do_some_living (object *op) 2438do_some_living (object *op)
2700{ 2439{
2701 int last_food = op->stats.food; 2440 int last_food = op->stats.food;
2710 const int max_grace = 1; 2449 const int max_grace = 1;
2711 2450
2712 if (op->contr->outputs_sync) 2451 if (op->contr->outputs_sync)
2713 { 2452 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2453 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) 2454 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]); 2455 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2456 }
2718 2457
2719 if (op->contr->state == ST_PLAYING) 2458 if (op->contr->ns->state == ST_PLAYING)
2720 { 2459 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2460 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2461 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2462 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2463 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2464 else
2727 { 2465 {
2728 gen_hp = op->stats.maxhp; 2466 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2467 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2468 }
2469
2731 if (op->contr->gen_sp >= 0) 2470 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2471 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2472 else
2734 { 2473 {
2735 gen_sp = op->stats.maxsp; 2474 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2475 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2476 }
2477
2738 if (op->contr->gen_grace >= 0) 2478 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2480 else
2741 { 2481 {
2742 gen_grace = op->stats.maxgrace; 2482 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2498 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2500 op->stats.food = last_food;
2761 } 2501 }
2762 } 2502 }
2503
2763 if (max_sp > 1) 2504 if (max_sp > 1)
2764 { 2505 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2506 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2507 if (over_sp > 0)
2767 { 2508 {
2768 if (op->stats.sp < op->stats.maxsp) 2509 if (op->stats.sp < op->stats.maxsp)
2769 { 2510 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2514 op->stats.sp--;
2515
2773 if (op->stats.sp > op->stats.maxsp) 2516 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2517 op->stats.sp = op->stats.maxsp;
2775 } 2518 }
2776 op->last_sp = 0; 2519 op->last_sp = 0;
2777 } 2520 }
2778 else 2521 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2523 }
2783 else 2524 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2526 }
2788 2527
2789 /* Regenerate Grace */ 2528 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2530 if (--op->last_grace < 0)
2792 { 2531 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2532 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2533 op->stats.grace++; /* no penalty in food for regaining grace */
2534
2795 if (max_grace > 1) 2535 if (max_grace > 1)
2796 { 2536 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2538 if (over_grace > 0)
2799 { 2539 {
2827 op->stats.food += op->contr->digestion; 2567 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2568 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2569 op->stats.food = last_food;
2830 } 2570 }
2831 } 2571 }
2572
2832 if (max_hp > 1) 2573 if (max_hp > 1)
2833 { 2574 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2576 if (over_hp > 0)
2836 { 2577 {
2860 2601
2861 if (op->contr->gen_hp > 0) 2602 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2604 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606
2865 /* dms do not consume food */ 2607 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2609 op->stats.food--;
2868 } 2610 }
2869 }
2870 2611
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2612 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2613 {
2873 object *tmp, *flesh = NULL; 2614 object *tmp, *flesh = 0;
2874 2615
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2616 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2617 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2619 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2621 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2623 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2624 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2625 break;
2885 } 2626 }
2886 else if (tmp->type == FLESH) 2627 else if (tmp->type == FLESH)
2887 flesh = tmp; 2628 flesh = tmp;
2888 } /* End if paid for object */ 2629 } /* End if paid for object */
2889 } /* end of for loop */ 2630 } /* end of for loop */
2631
2890 /* If player is still starving, it means they don't have any food, so 2632 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2633 * eat flesh instead.
2892 */ 2634 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2636 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2638 manual_apply (op, flesh, 0);
2897 } 2639 }
2898 } /* end if player is starving */ 2640 }
2899 2641
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2642 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2643 op->stats.food++, op->stats.hp--;
2902 2644
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2646 kill_player (op);
2647 }
2905} 2648}
2906
2907
2908 2649
2909/* If the player should die (lack of hp, food, etc), we call this. 2650/* 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 2651 * 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 2652 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2653 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2685
2945 /* restore player */ 2686 /* restore player */
2946 at = archetype::find ("poisoning"); 2687 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2689 {
2950 tmp->destroy (); 2690 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2692 }
2953 2693
2954 at = archetype::find ("confusion"); 2694 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2695 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2696 {
2958 tmp->destroy (); 2697 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2699 }
2961 2700
2963 op->stats.hp = op->stats.maxhp; 2702 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2703 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2704 op->stats.food = 999;
2966 2705
2967 /* create a bodypart-trophy to make the winner happy */ 2706 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2707 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2708 {
2971 sprintf (buf, "%s's finger", &op->name); 2709 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2710 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2711 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2712 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2714 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2715 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2716 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2717 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2718 }
2982 2719
2983 /* teleport defeated player to new destination */ 2720 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2721 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2722 op->contr->braced = 0;
2990 2727
2991 command_kill_pets (op, 0); 2728 command_kill_pets (op, 0);
2992 2729
2993 if (op->stats.food < 0) 2730 if (op->stats.food < 0)
2994 { 2731 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2732 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2733 strcpy (op->contr->killer, "starvation");
3004 } 2734 }
3005 else 2735 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2736 sprintf (buf, "%s died.", &op->name);
3015 } 2737
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2739
3018 /* save the map location for corpse, gravestone */ 2740 /* save the map location for corpse, gravestone */
3019 x = op->x; 2741 x = op->x;
3020 y = op->y; 2742 y = op->y;
3021 map = op->map; 2743 map = op->map;
3022 2744
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2745 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2746 * 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. 2747 * See the config.h file for a little more in depth detail about this.
3029 */ 2748 */
3030 2749
3031 /* Basically two ways to go - remove a stat permanently, or just 2750 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2751 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2752 * of death.
3034 */ 2753 */
3035#ifndef COZY_SERVER 2754#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2755 if (settings.balanced_stat_loss)
3037 { 2756 {
3038 /* If stat loss is permanent, lose one stat only. */ 2757 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2758 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2759 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2760 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2761 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2762 little bit harder. */
3044 /* GD */ 2763 /* GD */
3045 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2765 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2766 else
3051 { 2767 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2768 }
2769 else
3052 num_stats_lose = 1; 2770 num_stats_lose = 1;
3053 } 2771
3054 lost_a_stat = 0; 2772 lost_a_stat = 0;
3055 2773
3056 for (z = 0; z < num_stats_lose; z++) 2774 for (z = 0; z < num_stats_lose; z++)
3057 { 2775 {
3058 i = RANDOM () % NUM_STATS; 2776 i = RANDOM () % NUM_STATS;
3059 2777
3060 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3061 { 2779 {
3062 /* Pick a random stat and take a point off it. Tell the player 2780 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2781 * what he lost.
3064 */ 2782 */
3065 change_attr_value (&(op->stats), i, -1); 2783 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2784 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2785 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2786 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2788 lost_a_stat = 1;
2789 }
2790 else
2791 {
2792 /* deplete a stat */
2793 archetype *deparch = archetype::find ("depletion");
2794 object *dep;
2795
2796 dep = present_arch_in_ob (deparch, op);
2797 if (!dep)
2798 {
2799 dep = arch_to_object (deparch);
2800 insert_ob_in_ob (dep, op);
3071 } 2801 }
3072 else 2802 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss)
3073 { 2804 {
3074 /* deplete a stat */ 2805 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2806 /* Get the stat that we're about to deplete. */
3076 object *dep; 2807 this_stat = get_attr_value (&(dep->stats), i);
3077 2808 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2809 {
3081 dep = arch_to_object (deparch); 2810 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2811 int keep_chance = this_stat * this_stat;
3083 } 2812
3084 lose_this_stat = 1; 2813 /* 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) 2814 if (keep_chance < 1)
2815 keep_chance = 1;
2816
2817 /* There is a maximum depletion total per level. */
2818 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2819 {
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; 2820 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2821 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2822 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 } 2823 }
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 */ 2824 else
3126 if (this_stat >= -50)
3127 { 2825 {
3128 change_attr_value (&(dep->stats), i, -1); 2826 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; 2827 lose_this_stat = 0;
2828 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2829 this_stat, keep_chance, loss_chance,
2830 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2831 }
3134 } 2832 }
3135 } 2833 }
2834
2835 if (lose_this_stat)
2836 {
2837 this_stat = get_attr_value (&(dep->stats), i);
2838 /* We could try to do something clever like find another
2839 * stat to reduce if this fails. But chances are, if
2840 * stats have been depleted to -50, all are pretty low
2841 * and should be roughly the same, so it shouldn't make a
2842 * difference.
2843 */
2844 if (this_stat >= -50)
2845 {
2846 change_attr_value (&(dep->stats), i, -1);
2847 SET_FLAG (dep, FLAG_APPLIED);
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 op->update_stats ();
2850 lost_a_stat = 1;
2851 }
3136 } 2852 }
2853 }
2854 }
3137 /* If no stat lost, tell the player. */ 2855 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2856 if (!lost_a_stat)
3139 { 2857 {
3140 /* determine_god() seems to not work sometimes... why is this? 2858 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2859 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2860 const char *god = determine_god (op);
3143 2861
3144 if (god && (strcmp (god, "none"))) 2862 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); 2863 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2864 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2865 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2866 }
3149#else 2867#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2869#endif
3152 2870
3153 /* Put a gravestone up where the character 'almost' died. List the 2871 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2872 * exp loss on the stone.
3155 */ 2873 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2874 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2875 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2876 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2877 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2878 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); 2879 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; 2880 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2881 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2882 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2883
3166 /**************************************/ 2884 /**************************************/
3167 /* */ 2885 /* */
3168 /* Subtract the experience points, */ 2886 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2887 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2888 /* food, and reset HP's... */
3171 /* */ 2889 /* */
3172 /**************************************/ 2890 /**************************************/
3173 2891
3174 /* remove any poisoning and confusion the character may be suffering. */ 2892 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2893 /* restore player */
3176 at = archetype::find ("poisoning"); 2894 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3178 2896
3179 if (tmp) 2897 if (tmp)
3180 { 2898 {
3181 tmp->destroy (); 2899 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2901 }
3184 2902
3185 at = archetype::find ("confusion"); 2903 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2904 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2905 if (tmp)
3188 { 2906 {
3189 tmp->destroy (); 2907 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2909 }
3192 2910
3193 cure_disease (op, 0); /* remove any disease */ 2911 cure_disease (op, 0); /* remove any disease */
3194 2912
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2913 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2914 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2915 if (op->stats.food < 100)
3198 op->stats.food = 900; 2916 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2917 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2920
3203 /* 2921 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2922 * 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 2923 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2924 * in the map.
3207 */ 2925 */
3208 2926
3209 if (is_in_shop (op)) 2927 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2928 remove_unpaid_objects (op->inv, op);
3211 2929
3212 /****************************************/ 2930 /****************************************/
3213 /* */ 2931 /* */
3214 /* Move player to his current respawn- */ 2932 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2933 /* position (usually last savebed) */
3216 /* */ 2934 /* */
3217 /****************************************/ 2935 /****************************************/
3218 2936
3219 enter_player_savebed (op); 2937 enter_player_savebed (op);
3220 2938
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2939 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2940
3227 /* it is possible that the player has blown something up 2941 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2942 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2943 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2944 * on the space that might harm the player.
3231 */ 2945 */
3232 will_kill_again = 0; 2946 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2948 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2949 will_kill_again |= tmp->attacktype;
3236 2950
3237 if (will_kill_again) 2951 if (will_kill_again)
3238 { 2952 {
3239 object *force; 2953 object *force;
3240 int at; 2954 int at;
3241 2955
3242 force = get_archetype (FORCE_NAME); 2956 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2957 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2958 force->speed = 0.1;
3245 force->speed_left = -5.0; 2959 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 2960 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2961 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2962 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2963 force->resist[at] = 100;
3250 2964
3251 insert_ob_in_ob (force, op); 2965 insert_ob_in_ob (force, op);
3252 fix_player (op); 2966 op->update_stats ();
3253 2967
3254 } 2968 }
3255 2969
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2970 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} 2971}
3325
3326 2972
3327void 2973void
3328loot_object (object *op) 2974loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2975{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2976 object *tmp, *tmp2, *next;
3331 2977
3332 if (op->container) 2978 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 2979 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 2980
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2981 for (tmp = op->inv; tmp; tmp = next)
3338 { 2982 {
3339 next = tmp->below; 2983 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2984
2985 if (tmp->invisible)
3341 continue; 2986 continue;
2987
3342 tmp->remove (); 2988 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2989 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 2990 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2991 { /* empty container to ground */
3346 loot_object (tmp); 2992 loot_object (tmp);
3368 */ 3014 */
3369 3015
3370void 3016void
3371fix_weight (void) 3017fix_weight (void)
3372{ 3018{
3373 player *pl; 3019 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3020 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3022
3379 if (old == sum) 3023 if (old == sum)
3380 continue; 3024 continue;
3381 fix_player (pl->ob); 3025 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3027 }
3384} 3028}
3385 3029
3386void 3030void
3387fix_luck (void) 3031fix_luck (void)
3388{ 3032{
3389 player *pl; 3033 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3034 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3035 pl->ob->change_luck (0);
3394} 3036}
3395
3396 3037
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3038/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3039 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3040 * just treat this as any other spell casting object.
3400 */ 3041 */
3401
3402void 3042void
3403cast_dust (object *op, object *throw_ob, int dir) 3043cast_dust (object *op, object *throw_ob, int dir)
3404{ 3044{
3405 object *skop, *spob; 3045 object *skop, *spob;
3406 3046
3451 object *tmp = NULL; 3091 object *tmp = NULL;
3452 3092
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3094 return 1;
3455 3095
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; 3096 return 0;
3462} 3097}
3463 3098
3464/* look at the surrounding terrain to determine 3099/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3100 * the hideability of this object. Positive levels
3521 3156
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3158
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3159 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3160 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3161 if (!skop || num >= skop->level)
3528 { 3162 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3164 make_visible (op);
3531 return; 3165 return;
3532 } 3166 }
3533 else 3167 else
3534 num += 20; 3168 num += 20;
3535 } 3169
3536 num += op->map->difficulty; 3170 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3171 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3172 num -= hide;
3173
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3175 {
3541 make_visible (op); 3176 make_visible (op);
3542 if (op->type == PLAYER) 3177 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3179 }
3545 else if (op->type == PLAYER && skop) 3180 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3182}
3550 3183
3551/* determine if who is standing near a hostile creature. */ 3184/* determine if who is standing near a hostile creature. */
3552 3185
3553int 3186int
3580 if (mflags & P_OUT_OF_MAP) 3213 if (mflags & P_OUT_OF_MAP)
3581 continue; 3214 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3215 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3216 continue;
3584 3217
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3218 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3219 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3220 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3221 return 1;
3589 else if (tmp->type == PLAYER) 3222 else if (tmp->type == PLAYER)
3590 { 3223 {
3620 if (pl->type != PLAYER) 3253 if (pl->type != PLAYER)
3621 { 3254 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3255 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3256 return -1;
3624 } 3257 }
3258
3625 if (!pl || !op) 3259 if (!pl || !op)
3626 return 0; 3260 return 0;
3627 3261
3628 if (op->head)
3629 {
3630 op = op->head; 3262 op = op->head_ ();
3631 } 3263
3632 get_rangevector (pl, op, &rv, 0x1); 3264 get_rangevector (pl, op, &rv, 0x1);
3633 3265
3634 /* starting with the 'head' part, lets loop 3266 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3267 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3268 * part that is in the los array but isnt on
3644 3276
3645 /* only the viewable area the player sees is updated by LOS 3277 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3278 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3279 * for any meaningful values.
3648 */ 3280 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3284 return 1;
3653 op = op->more; 3285 op = op->more;
3654 } 3286 }
3655 return 0; 3287 return 0;
3656} 3288}
3766 if (trlist == NULL || who->type != PLAYER) 3398 if (trlist == NULL || who->type != PLAYER)
3767 return; 3399 return;
3768 3400
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3402
3771 if (tr == NULL || tr->item == NULL) 3403 if (!tr || !tr->item)
3772 { 3404 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3406 return;
3775 } 3407 }
3776 3408
3842 { 3474 {
3843 /* forces in the treasurelist can alter the player's stats */ 3475 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3476 object *skin;
3845 3477
3846 /* first get the dragon skin force */ 3478 /* first get the dragon skin force */
3479 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); 3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3481 ;
3482
3848 if (skin == NULL) 3483 if (!skin)
3849 return; 3484 return;
3850 3485
3851 /* adding new spellpath attunements */ 3486 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3487 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3488 {

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