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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 1.93 by root, Mon Jan 8 14:11:05 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
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
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;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->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
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal;
359 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */
364 do_los = 1;
365}
366
367void
368player::do_destroy ()
369{
370 disconnect ();
371
372 attachable::do_destroy ();
373
374 if (ob)
375 {
376 ob->destroy_inv (false);
377 ob->destroy ();
378 }
379}
380
381player::~player ()
382{
383 /* Clear item stack */
384 free (stack_items);
385}
386
307/* Tries to add player on the connection passwd in ns. 387/* 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 388 * All we can really get in this is some settings like host and display
309 * mode. 389 * mode.
310 */ 390 */
311 391player *
312int 392player::create ()
313add_player (client *ns)
314{ 393{
315 player *p = new player; 394 player *pl = new player;
316 395
317 p->socket = ns; 396 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); 397 set_first_map (pl->ob);
326 398
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; 399 return pl;
335} 400}
336 401
337/* 402/*
338 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
364 429
365object * 430object *
366get_nearest_player (object *mon) 431get_nearest_player (object *mon)
367{ 432{
368 object *op = NULL; 433 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 434 objectlink *ol;
371 unsigned lastdist; 435 unsigned lastdist;
372 rv_vector rv; 436 rv_vector rv;
373 437
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 439 {
376 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 447 object *tmp = ol->ob;
384 448
385 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 450 * itself will have been cleared.
387 */ 451 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
389 ol = ol->next; 454 ol = ol->next;
390 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
391 if (!ol) 456 if (!ol)
392 return op; 457 return op;
393 } 458 }
406 { 471 {
407 op = ol->ob; 472 op = ol->ob;
408 lastdist = rv.distance; 473 lastdist = rv.distance;
409 } 474 }
410 } 475 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 476
412 { 477 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
417 { 480 {
418 op = pl->ob; 481 op = pl->ob;
419 lastdist = rv.distance; 482 lastdist = rv.distance;
420 } 483 }
421 } 484
422 }
423#if 0 485#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 487#endif
426 return op; 488 return op;
427} 489}
445 * circling behaviour. Unfortunately, this function is also used to determined 507 * 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 508 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 509 * is probably not a good thing.
448 */ 510 */
449#define MAX_SPACES 50 511#define MAX_SPACES 50
450
451 512
452/* 513/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * 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 515 * 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 516 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 755 /* Need to set up the skill pointers */
695 link_player_skills (pl); 756 link_player_skills (pl);
696} 757}
697 758
698void 759void
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) 760get_party_password (object *op, partylist *party)
783{ 761{
784 if (party == NULL) 762 if (party == NULL)
785 { 763 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 764 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 765 return;
788 } 766 }
767
789 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 769 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 770 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 771 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 772}
794
795 773
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 774/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 775static int
798roll_stat (void) 776roll_stat (void)
799{ 777{
800 int a[4], i, j, k; 778 int a[4], i, j, k;
801 779
802 for (i = 0; i < 4; i++) 780 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 783 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 784 if (a[i] < k)
807 k = a[i], j = i; 785 k = a[i], j = i;
808 786
809 for (i = 0, k = 0; i < 4; i++) 787 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 788 if (i != j)
812 k += a[i]; 789 k += a[i];
813 } 790
814 return k; 791 return k;
815} 792}
816 793
817void 794void
818roll_stats (object *op) 795object::roll_stats ()
819{ 796{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 797 int statsort [7];
823 798
824 do 799 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 } 800 {
835 while (sum < 82 || sum > 116); 801 int sum = 0;
802 for (int i = 7; i--; )
803 sum += statsort [i] = roll_stat ();
836 804
805 if (sum >= 82 && sum <= 116)
806 break;
807 }
808
837 /* Sort the stats so that rerolling is easier... */ 809 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 810 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;
845 811
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]; 812 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 813 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 814 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 815 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 816 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 817 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 818 stats.Cha = statsort[6];
870 819
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; 820 stats.exp = 0;
882 op->stats.ac = 0; 821 stats.ac = 0;
883 822
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; 823 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
892 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
893} 835}
894 836
895void 837void
896Roll_Again (object *op) 838object::swap_stats (int a, int b)
897{ 839{
898 esrv_new_player (op->contr, 0); 840 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 841 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)? "); 842 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 843
903void 844 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851
852 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats
854 stats.ac = 0;
855
856 level = 1;
857 stats.exp = 0;
858 stats.ac = 0;
859
860 stats.hp = stats.maxhp;
861 stats.sp = stats.maxsp;
862 stats.grace = stats.maxgrace;
863
864 if (contr)
865 {
866 contr->levhp[1] = 9;
867 contr->levsp[1] = 6;
868 contr->levgrace[1] = 3;
869
870 contr->orig_stats = stats;
871 }
872}
873
874static void
875start_info (object *op)
905{ 876{
906 signed char tmp;
907 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
908 878
909 if (op->contr->Swap_First == -1) 879 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); 880 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 881 //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); 882 //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} 883}
1024 884
1025/* This function takes the key that is passed, and does the 885/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 886 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 887 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 888 * separate race and class; this actually changes the RACE,
1029 * not the class. 889 * not the class.
1030 */ 890 */
1031
1032int 891int
1033key_change_class (object *op, char key) 892key_change_class (object *op, char key)
1034{ 893{
1035 int tmp_loop; 894 int tmp_loop;
1036 895
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 896 if (key == 'd' || key == 'D')
1044 { 897 {
1045 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
1046 899
1047 /* this must before then initial items are given */ 900 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 905 create_treasure (tl, op, 0, 0, 0);
1053 906
1054 INVOKE_PLAYER (BIRTH, op->contr); 907 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 908 INVOKE_PLAYER (LOGIN, op->contr);
1056 909
1057 op->contr->state = ST_PLAYING; 910 op->contr->ns->state = ST_PLAYING;
1058 911
1059 if (op->msg) 912 if (op->msg)
1060 op->msg = NULL; 913 op->msg = NULL;
1061 914
1062 /* We create this now because some of the unique maps will need it 915 /* We create this now because some of the unique maps will need it
1071 start_info (op); 924 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 925 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 926 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 927 link_player_skills (op);
1075 esrv_send_inventory (op, op); 928 esrv_send_inventory (op, op);
1076 fix_player (op); 929 op->update_stats ();
1077 930
1078 /* This moves the player to a different start map, if there 931 /* This moves the player to a different start map, if there
1079 * is one for this race 932 * is one for this race
1080 */ 933 */
1081 if (*first_map_ext_path) 934 if (*first_map_ext_path)
1082 { 935 {
1083 object *tmp; 936 object *tmp;
1084 char mapname[MAX_BUF]; 937 char mapname[MAX_BUF];
1085 938
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 940 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 941 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 942 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 943 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 944 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 945 * if the map isn't there, then stay on the
1093 * default initial map */ 946 * default initial map */
1094 tmp->destroy (); 947 tmp->destroy ();
1095 } 948 }
1096 else 949 else
1107 while (!tmp_loop) 960 while (!tmp_loop)
1108 { 961 {
1109 shstr name = op->name; 962 shstr name = op->name;
1110 int x = op->x, y = op->y; 963 int x = op->x, y = op->y;
1111 964
1112 remove_statbonus (op); 965 op->remove_statbonus ();
1113 op->remove (); 966 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 967 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 968 op->arch->clone.copy_to (op);
1116 op->instantiate (); 969 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 970 op->stats = op->contr->orig_stats;
1119 op->x = x; 972 op->x = x;
1120 op->y = y; 973 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 974 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 975 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 976 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 977 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 978 tmp_loop = allowed_class (op);
1126 } 979 }
1127 980
1128 update_object (op, UP_OBJ_FACE); 981 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 982 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 983 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 984 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 985 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 986 op->stats.grace = 0;
1134 987
1135 if (op->msg) 988 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 989 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 990
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 991 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; 992 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} 993}
1190 994
1191void 995void
1192flee_player (object *op) 996flee_player (object *op)
1193{ 997{
1223 { 1027 {
1224 op->enemy = NULL; 1028 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1030 return;
1227 } 1031 }
1032
1228 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1229 1034
1230 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1232 { 1037 {
1233 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1234 1039
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1041 return;
1238 }
1239 } 1042 }
1043
1240 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1046 op->enemy = NULL;
1243} 1047}
1244 1048
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 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)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1136 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 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)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 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 } 1141 }
1142
1366 /* philosophy: 1143 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1144 * 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 1145 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1148 * example.
1372 * The drawback: right now it has no frontend, so you need to 1149 * 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 1150 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1874 return 0; 1651 return 0;
1875 } 1652 }
1876 1653
1877 arrow->set_owner (op); 1654 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1656 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1657
1884 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1885 { 1659 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1661 op->update_stats ();
1888 } 1662 }
1889 1663
1890 SET_ANIMATION (arrow, arrow->direction); 1664 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1666 arrow->stats.hp = arrow->stats.dam;
1902 1676
1903 /* update the speed */ 1677 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1678 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; 1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1680
1907 if (arrow->speed < 1.0) 1681 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1682 arrow->speed_left = 0;
1911 1683
1912 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1913 { 1685 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1928 1700
1929 if (bow->slaying) 1701 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1931 1703
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1704 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1706
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1708 m->insert (arrow, sx, sy, op);
1938 1709
1939 if (!arrow->destroyed ()) 1710 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1711 move_arrow (arrow);
1941 1712
1942 if (op->type == PLAYER) 1713 if (op->type == PLAYER)
1968 } 1739 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1741 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1743 wcmod = -1;
1744
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1746 }
1975 else if (op->contr->bowtype == bow_threewide) 1747 else if (op->contr->bowtype == bow_threewide)
1976 { 1748 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1819
2048 if (item->arch) 1820 if (item->arch)
2049 { 1821 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2052 item->speed = 0; 1824 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1825 }
1826
2055 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1829 }
2058 } 1830 }
2059 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1832 drain_rod_charge (item);
2062 }
2063 } 1833 }
2064} 1834}
2065 1835
2066/* Received a fire command for the player - go and do it. 1836/* Received a fire command for the player - go and do it.
2067 */ 1837 */
2106 { 1876 {
2107 if (op->type == PLAYER) 1877 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return; 1879 return;
2110 } 1880 }
1881
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1882 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1883 return;
2113 case range_builder: 1884 case range_builder:
2114 apply_map_builder (op, dir); 1885 apply_map_builder (op, dir);
2115 return; 1886 return;
2116 default: 1887 default:
2210 * 0 otherwise 1981 * 0 otherwise
2211 */ 1982 */
2212static int 1983static int
2213player_attack_door (object *op, object *door) 1984player_attack_door (object *op, object *door)
2214{ 1985{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1986 /* 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 - 1987 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1988 * otherwise, we fall through to the rest of the code.
2219 */ 1989 */
2220 object *key = find_key (op, op, door); 1990 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2028 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2029 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2030 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2031 * going to try and move (not fire weapons).
2262 */ 2032 */
2263
2264void 2033void
2265move_player_attack (object *op, int dir) 2034move_player_attack (object *op, int dir)
2266{ 2035{
2267 object *tmp, *mon; 2036 object *tmp, *mon;
2268 sint16 nx, ny; 2037 sint16 nx, ny;
2270 maptile *m; 2039 maptile *m;
2271 2040
2272 nx = freearr_x[dir] + op->x; 2041 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2042 ny = freearr_y[dir] + op->y;
2274 2043
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2276 2045
2277 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * player. This is a pretty nasty hack, because if we could
2285 */ 2054 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2056 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2058 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2291 if (!m) 2060 if (!m)
2292 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2293 } 2062 }
2294 else 2063 else
2295 m = op->map; 2064 m = op->map;
2296 2065
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 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; 2067 return;
2301 }
2302 2068
2303 mon = NULL; 2069 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* 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. 2071 * 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 2072 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2073 * on the space
2308 */ 2074 */
2309 while (tmp != NULL) 2075 while (tmp)
2310 { 2076 {
2311 if (tmp == op) 2077 if (tmp == op)
2312 { 2078 {
2313 tmp = tmp->above; 2079 tmp = tmp->above;
2314 continue; 2080 continue;
2324 mon = tmp; 2090 mon = tmp;
2325 2091
2326 tmp = tmp->above; 2092 tmp = tmp->above;
2327 } 2093 }
2328 2094
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2096 return; /* into a wall */
2331 2097
2332 if (mon->head != NULL) 2098 if (mon->head)
2333 mon = mon->head; 2099 mon = mon->head;
2334 2100
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2337 return; 2103 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2126 {
2361 /* If we're braced, we don't want to switch places with it */ 2127 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2128 if (op->contr->braced)
2363 return; 2129 return;
2130
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2132 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2133 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2134 make_visible (op);
2135
2368 return; 2136 return;
2369 } 2137 }
2370 2138
2371 /* in certain circumstances, you shouldn't attack friendly 2139 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2140 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2142 * attack them either.
2375 */ 2143 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2144 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2145 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2146#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2147 (op->contr->peaceful
2380 || (mon->type == PLAYER 2148 || (mon->type == PLAYER
2381 && mon->contr-> 2149 && mon->contr->
2382 peaceful)) && 2150 peaceful)) &&
2383#else 2151#else
2384 op->contr->peaceful && 2152 op->contr->peaceful &&
2385#endif 2153#endif
2386 !on_battleground)) 2154 !on_battleground))
2387 { 2155 {
2388 if (!op->contr->braced) 2156 if (!op->contr->braced)
2389 { 2157 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2159 push_ob (mon, dir, op);
2392 } 2160 }
2393 else 2161 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2162 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2163
2397 if (op->contr->tmp_invis || op->hide) 2164 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2165 make_visible (op);
2399 } 2166 }
2400 2167
2401 /* If the object is a boulder or other rollable object, then 2168 /* 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 2179 * 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: 2180 * 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 2181 * 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. 2182 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2183 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2184 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))) 2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2186 {
2421 2187
2422 /* If the player hasn't hit something this tick, and does 2188 /* If the player hasn't hit something this tick, and does
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2195 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2196
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2198 }
2433 2199
2434 skill_attack (mon, op, 0, NULL, NULL); 2200 skill_attack (mon, op, 0, 0, 0);
2435 2201
2436 /* If attacking another player, that player gets automatic 2202 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2203 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2204 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2205 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2208 {
2443 short luck = mon->stats.luck; 2209 short luck = mon->stats.luck;
2444 2210
2445 mon->contr->has_hit = 1; 2211 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2212 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2213 mon->stats.luck = luck;
2448 } 2214 }
2215
2449 if (action_makes_visible (op)) 2216 if (action_makes_visible (op))
2450 make_visible (op); 2217 make_visible (op);
2451 } 2218 }
2452 } /* if player should attack something */ 2219 } /* if player should attack something */
2453} 2220}
2455int 2222int
2456move_player (object *op, int dir) 2223move_player (object *op, int dir)
2457{ 2224{
2458 int pick; 2225 int pick;
2459 2226
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2228 return 0;
2462 2229
2463 /* Sanity check: make sure dir is valid */ 2230 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2231 if ((dir < 0) || (dir >= 9))
2465 { 2232 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2233 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2234 return 0;
2468 } 2235 }
2469 2236
2470 /* peterm: added following line */ 2237 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2240
2474 op->facing = dir; 2241 op->facing = dir;
2475 2242
2488 2255
2489 /* Add special check for newcs players and fire on - this way, the 2256 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2257 * server can handle repeat firing.
2491 */ 2258 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2259 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2260 op->direction = dir;
2495 }
2496 else 2261 else
2497 {
2498 op->direction = 0; 2262 op->direction = 0;
2499 } 2263
2500 /* Update how the player looks. Use the facing, so direction may 2264 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2265 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2266 * for players.
2503 */ 2267 */
2504 animate_object (op, op->facing); 2268 animate_object (op, op->facing);
2556 2320
2557 /* call this here - we also will call this in do_ericserver, but 2321 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2322 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2323 * called, so we recheck it here.
2560 */ 2324 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2325 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2326 return 1;
2563 ;
2564 2327
2565 if (op->speed_left < 0) 2328 if (op->speed_left > 0)
2566 return 0; 2329 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2330 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2331 {
2570 /* All move commands take 1 tick, at least for now */ 2332 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2333 op->speed_left--;
2572 2334
2573 /* Instead of all the stuff below, let move_player take care 2335 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2336 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2337 * there, as well as the confusion stuff.
2576 */ 2338 */
2577 move_player (op, op->direction); 2339 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2340
2579 return 1; 2341 return op->speed_left > 0;
2580 else 2342 }
2581 return 0;
2582 } 2343 }
2583 2344
2584 return 0; 2345 return 0;
2585} 2346}
2586 2347
2606 op->stats.hp = op->stats.maxhp; 2367 op->stats.hp = op->stats.maxhp;
2607 2368
2608 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2609 op->stats.food = 999; 2370 op->stats.food = 999;
2610 2371
2611 fix_player (op); 2372 op->update_stats ();
2612 return 1; 2373 return 1;
2613 } 2374 }
2614 2375
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2377 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2389{
2629 object *next; 2390 object *next;
2630 2391
2631 while (op) 2392 while (op)
2632 { 2393 {
2633 next = op->below; /* Make sure we have a good value, in case 2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2395
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2397 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2398 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2399 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2400
2401 op->insert_at (env);
2644 } 2402 }
2645 else if (op->inv) 2403 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2404 remove_unpaid_objects (op->inv, env);
2647 2405
2648 op = next; 2406 op = next;
2649 } 2407 }
2650} 2408}
2651
2652 2409
2653/* 2410/*
2654 * Returns pointer a static string containing gravestone text 2411 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2412 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2413 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2448 strcat (buf2, buf);
2692 2449
2693 return buf2; 2450 return buf2;
2694} 2451}
2695
2696
2697 2452
2698void 2453void
2699do_some_living (object *op) 2454do_some_living (object *op)
2700{ 2455{
2701 int last_food = op->stats.food; 2456 int last_food = op->stats.food;
2710 const int max_grace = 1; 2465 const int max_grace = 1;
2711 2466
2712 if (op->contr->outputs_sync) 2467 if (op->contr->outputs_sync)
2713 { 2468 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2469 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) 2470 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]); 2471 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2472 }
2718 2473
2719 if (op->contr->state == ST_PLAYING) 2474 if (op->contr->ns->state == ST_PLAYING)
2720 { 2475 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2476 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2477 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2478 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2479 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2480 else
2727 { 2481 {
2728 gen_hp = op->stats.maxhp; 2482 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2483 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2484 }
2485
2731 if (op->contr->gen_sp >= 0) 2486 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2487 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2488 else
2734 { 2489 {
2735 gen_sp = op->stats.maxsp; 2490 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2491 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2492 }
2493
2738 if (op->contr->gen_grace >= 0) 2494 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2495 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2496 else
2741 { 2497 {
2742 gen_grace = op->stats.maxgrace; 2498 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2514 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2516 op->stats.food = last_food;
2761 } 2517 }
2762 } 2518 }
2519
2763 if (max_sp > 1) 2520 if (max_sp > 1)
2764 { 2521 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2522 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2523 if (over_sp > 0)
2767 { 2524 {
2768 if (op->stats.sp < op->stats.maxsp) 2525 if (op->stats.sp < op->stats.maxsp)
2769 { 2526 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2530 op->stats.sp--;
2531
2773 if (op->stats.sp > op->stats.maxsp) 2532 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2533 op->stats.sp = op->stats.maxsp;
2775 } 2534 }
2776 op->last_sp = 0; 2535 op->last_sp = 0;
2777 } 2536 }
2778 else 2537 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2539 }
2783 else 2540 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2542 }
2788 2543
2789 /* Regenerate Grace */ 2544 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2546 if (--op->last_grace < 0)
2792 { 2547 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2548 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2795 if (max_grace > 1) 2551 if (max_grace > 1)
2796 { 2552 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2554 if (over_grace > 0)
2799 { 2555 {
2827 op->stats.food += op->contr->digestion; 2583 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2585 op->stats.food = last_food;
2830 } 2586 }
2831 } 2587 }
2588
2832 if (max_hp > 1) 2589 if (max_hp > 1)
2833 { 2590 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2592 if (over_hp > 0)
2836 { 2593 {
2860 2617
2861 if (op->contr->gen_hp > 0) 2618 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2620 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622
2865 /* dms do not consume food */ 2623 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2624 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2625 op->stats.food--;
2868 } 2626 }
2869 }
2870 2627
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2628 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2629 {
2873 object *tmp, *flesh = NULL; 2630 object *tmp, *flesh = 0;
2874 2631
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2632 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2633 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2634 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2635 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2637 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2639 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2640 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2641 break;
2885 } 2642 }
2886 else if (tmp->type == FLESH) 2643 else if (tmp->type == FLESH)
2887 flesh = tmp; 2644 flesh = tmp;
2888 } /* End if paid for object */ 2645 } /* End if paid for object */
2889 } /* end of for loop */ 2646 } /* end of for loop */
2647
2890 /* If player is still starving, it means they don't have any food, so 2648 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2649 * eat flesh instead.
2892 */ 2650 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2652 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2654 manual_apply (op, flesh, 0);
2897 } 2655 }
2898 } /* end if player is starving */ 2656 }
2899 2657
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2658 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2659 op->stats.food++, op->stats.hp--;
2902 2660
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2662 kill_player (op);
2663 }
2905} 2664}
2906
2907
2908 2665
2909/* If the player should die (lack of hp, food, etc), we call this. 2666/* 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 2667 * 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 2668 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2669 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2699 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..."); 2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2701
2945 /* restore player */ 2702 /* restore player */
2946 at = archetype::find ("poisoning"); 2703 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2704 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2705 {
2950 tmp->destroy (); 2706 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2708 }
2953 2709
2954 at = archetype::find ("confusion"); 2710 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2711 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2712 {
2958 tmp->destroy (); 2713 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2715 }
2961 2716
2963 op->stats.hp = op->stats.maxhp; 2718 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2719 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2720 op->stats.food = 999;
2966 2721
2967 /* create a bodypart-trophy to make the winner happy */ 2722 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2723 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2724 {
2971 sprintf (buf, "%s's finger", &op->name); 2725 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2726 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2727 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2728 " 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); 2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2730 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2731 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2732 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2733 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2734 }
2982 2735
2983 /* teleport defeated player to new destination */ 2736 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2737 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2738 op->contr->braced = 0;
2990 2743
2991 command_kill_pets (op, 0); 2744 command_kill_pets (op, 0);
2992 2745
2993 if (op->stats.food < 0) 2746 if (op->stats.food < 0)
2994 { 2747 {
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); 2748 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2749 strcpy (op->contr->killer, "starvation");
3004 } 2750 }
3005 else 2751 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); 2752 sprintf (buf, "%s died.", &op->name);
3015 } 2753
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2755
3018 /* save the map location for corpse, gravestone */ 2756 /* save the map location for corpse, gravestone */
3019 x = op->x; 2757 x = op->x;
3020 y = op->y; 2758 y = op->y;
3021 map = op->map; 2759 map = op->map;
3022 2760
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2761 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2762 * 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. 2763 * See the config.h file for a little more in depth detail about this.
3029 */ 2764 */
3030 2765
3031 /* Basically two ways to go - remove a stat permanently, or just 2766 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2767 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2768 * of death.
3034 */ 2769 */
3035#ifndef COZY_SERVER 2770#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2771 if (settings.balanced_stat_loss)
3037 { 2772 {
3038 /* If stat loss is permanent, lose one stat only. */ 2773 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2774 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2775 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2776 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2777 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2778 little bit harder. */
3044 /* GD */ 2779 /* GD */
3045 if (settings.stat_loss_on_death) 2780 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2781 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2782 else
3051 { 2783 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2784 }
2785 else
3052 num_stats_lose = 1; 2786 num_stats_lose = 1;
3053 } 2787
3054 lost_a_stat = 0; 2788 lost_a_stat = 0;
3055 2789
3056 for (z = 0; z < num_stats_lose; z++) 2790 for (z = 0; z < num_stats_lose; z++)
3057 { 2791 {
3058 i = RANDOM () % NUM_STATS; 2792 i = RANDOM () % NUM_STATS;
3059 2793
3060 if (settings.stat_loss_on_death) 2794 if (settings.stat_loss_on_death)
3061 { 2795 {
3062 /* Pick a random stat and take a point off it. Tell the player 2796 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2797 * what he lost.
3064 */ 2798 */
3065 change_attr_value (&(op->stats), i, -1); 2799 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2800 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2801 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2802 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2804 lost_a_stat = 1;
2805 }
2806 else
2807 {
2808 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion");
2810 object *dep;
2811
2812 dep = present_arch_in_ob (deparch, op);
2813 if (!dep)
2814 {
2815 dep = arch_to_object (deparch);
2816 insert_ob_in_ob (dep, op);
3071 } 2817 }
3072 else 2818 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss)
3073 { 2820 {
3074 /* deplete a stat */ 2821 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2822 /* Get the stat that we're about to deplete. */
3076 object *dep; 2823 this_stat = get_attr_value (&(dep->stats), i);
3077 2824 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2825 {
3081 dep = arch_to_object (deparch); 2826 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2827 int keep_chance = this_stat * this_stat;
3083 } 2828
3084 lose_this_stat = 1; 2829 /* 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) 2830 if (keep_chance < 1)
2831 keep_chance = 1;
2832
2833 /* There is a maximum depletion total per level. */
2834 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2835 {
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; 2836 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2837 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2838 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 } 2839 }
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 */ 2840 else
3126 if (this_stat >= -50)
3127 { 2841 {
3128 change_attr_value (&(dep->stats), i, -1); 2842 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; 2843 lose_this_stat = 0;
2844 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2845 this_stat, keep_chance, loss_chance,
2846 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2847 }
3134 } 2848 }
3135 } 2849 }
2850
2851 if (lose_this_stat)
2852 {
2853 this_stat = get_attr_value (&(dep->stats), i);
2854 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low
2857 * and should be roughly the same, so it shouldn't make a
2858 * difference.
2859 */
2860 if (this_stat >= -50)
2861 {
2862 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats ();
2866 lost_a_stat = 1;
2867 }
3136 } 2868 }
2869 }
2870 }
3137 /* If no stat lost, tell the player. */ 2871 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2872 if (!lost_a_stat)
3139 { 2873 {
3140 /* determine_god() seems to not work sometimes... why is this? 2874 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2875 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2876 const char *god = determine_god (op);
3143 2877
3144 if (god && (strcmp (god, "none"))) 2878 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); 2879 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2880 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2882 }
3149#else 2883#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2884 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2885#endif
3152 2886
3153 /* Put a gravestone up where the character 'almost' died. List the 2887 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2888 * exp loss on the stone.
3155 */ 2889 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2890 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2891 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2892 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2893 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2894 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); 2895 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; 2896 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2897 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2898 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2899
3166 /**************************************/ 2900 /**************************************/
3167 /* */ 2901 /* */
3168 /* Subtract the experience points, */ 2902 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2903 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2904 /* food, and reset HP's... */
3171 /* */ 2905 /* */
3172 /**************************************/ 2906 /**************************************/
3173 2907
3174 /* remove any poisoning and confusion the character may be suffering. */ 2908 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2909 /* restore player */
3176 at = archetype::find ("poisoning"); 2910 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2911 tmp = present_arch_in_ob (at, op);
3178 2912
3179 if (tmp) 2913 if (tmp)
3180 { 2914 {
3181 tmp->destroy (); 2915 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2917 }
3184 2918
3185 at = archetype::find ("confusion"); 2919 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2920 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2921 if (tmp)
3188 { 2922 {
3189 tmp->destroy (); 2923 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2925 }
3192 2926
3193 cure_disease (op, 0); /* remove any disease */ 2927 cure_disease (op, 0); /* remove any disease */
3194 2928
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2929 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2930 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2931 if (op->stats.food < 100)
3198 op->stats.food = 900; 2932 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2933 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2936
3203 /* 2937 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2938 * 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 2939 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2940 * in the map.
3207 */ 2941 */
3208 2942
3209 if (is_in_shop (op)) 2943 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2944 remove_unpaid_objects (op->inv, op);
3211 2945
3212 /****************************************/ 2946 /****************************************/
3213 /* */ 2947 /* */
3214 /* Move player to his current respawn- */ 2948 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2949 /* position (usually last savebed) */
3216 /* */ 2950 /* */
3217 /****************************************/ 2951 /****************************************/
3218 2952
3219 enter_player_savebed (op); 2953 enter_player_savebed (op);
3220 2954
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2955 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2956
3227 /* it is possible that the player has blown something up 2957 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2958 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2959 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2960 * on the space that might harm the player.
3231 */ 2961 */
3232 will_kill_again = 0; 2962 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2963 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2964 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2965 will_kill_again |= tmp->attacktype;
3236 2966
3237 if (will_kill_again) 2967 if (will_kill_again)
3238 { 2968 {
3239 object *force; 2969 object *force;
3240 int at; 2970 int at;
3241 2971
3242 force = get_archetype (FORCE_NAME); 2972 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2973 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2974 force->speed = 0.1;
3245 force->speed_left = -5.0; 2975 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 2976 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2977 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2978 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2979 force->resist[at] = 100;
3250 2980
3251 insert_ob_in_ob (force, op); 2981 insert_ob_in_ob (force, op);
3252 fix_player (op); 2982 op->update_stats ();
3253 2983
3254 } 2984 }
3255 2985
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2986 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} 2987}
3325
3326 2988
3327void 2989void
3328loot_object (object *op) 2990loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2991{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2992 object *tmp, *tmp2, *next;
3331 2993
3332 if (op->container) 2994 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 2995 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 2996
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2997 for (tmp = op->inv; tmp; tmp = next)
3338 { 2998 {
3339 next = tmp->below; 2999 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3000
3001 if (tmp->invisible)
3341 continue; 3002 continue;
3003
3342 tmp->remove (); 3004 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3005 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3006 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3007 { /* empty container to ground */
3346 loot_object (tmp); 3008 loot_object (tmp);
3368 */ 3030 */
3369 3031
3370void 3032void
3371fix_weight (void) 3033fix_weight (void)
3372{ 3034{
3373 player *pl; 3035 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3036 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3038
3379 if (old == sum) 3039 if (old == sum)
3380 continue; 3040 continue;
3381 fix_player (pl->ob); 3041 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3042 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3043 }
3384} 3044}
3385 3045
3386void 3046void
3387fix_luck (void) 3047fix_luck (void)
3388{ 3048{
3389 player *pl; 3049 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3050 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3051 pl->ob->change_luck (0);
3394} 3052}
3395
3396 3053
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3054/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3055 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3056 * just treat this as any other spell casting object.
3400 */ 3057 */
3401
3402void 3058void
3403cast_dust (object *op, object *throw_ob, int dir) 3059cast_dust (object *op, object *throw_ob, int dir)
3404{ 3060{
3405 object *skop, *spob; 3061 object *skop, *spob;
3406 3062
3451 object *tmp = NULL; 3107 object *tmp = NULL;
3452 3108
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3110 return 1;
3455 3111
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; 3112 return 0;
3462} 3113}
3463 3114
3464/* look at the surrounding terrain to determine 3115/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3116 * the hideability of this object. Positive levels
3521 3172
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3173 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3174
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3175 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3176 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3177 if (!skop || num >= skop->level)
3528 { 3178 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3180 make_visible (op);
3531 return; 3181 return;
3532 } 3182 }
3533 else 3183 else
3534 num += 20; 3184 num += 20;
3535 } 3185
3536 num += op->map->difficulty; 3186 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3187 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3188 num -= hide;
3189
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3191 {
3541 make_visible (op); 3192 make_visible (op);
3542 if (op->type == PLAYER) 3193 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3194 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3195 }
3545 else if (op->type == PLAYER && skop) 3196 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3197 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3198}
3550 3199
3551/* determine if who is standing near a hostile creature. */ 3200/* determine if who is standing near a hostile creature. */
3552 3201
3553int 3202int
3580 if (mflags & P_OUT_OF_MAP) 3229 if (mflags & P_OUT_OF_MAP)
3581 continue; 3230 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3231 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3232 continue;
3584 3233
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3234 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3235 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3236 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3237 return 1;
3589 else if (tmp->type == PLAYER) 3238 else if (tmp->type == PLAYER)
3590 { 3239 {
3620 if (pl->type != PLAYER) 3269 if (pl->type != PLAYER)
3621 { 3270 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3271 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3272 return -1;
3624 } 3273 }
3274
3625 if (!pl || !op) 3275 if (!pl || !op)
3626 return 0; 3276 return 0;
3627 3277
3628 if (op->head)
3629 {
3630 op = op->head; 3278 op = op->head_ ();
3631 } 3279
3632 get_rangevector (pl, op, &rv, 0x1); 3280 get_rangevector (pl, op, &rv, 0x1);
3633 3281
3634 /* starting with the 'head' part, lets loop 3282 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3283 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3284 * part that is in the los array but isnt on
3644 3292
3645 /* only the viewable area the player sees is updated by LOS 3293 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3294 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3295 * for any meaningful values.
3648 */ 3296 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3298 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3300 return 1;
3653 op = op->more; 3301 op = op->more;
3654 } 3302 }
3655 return 0; 3303 return 0;
3656} 3304}
3766 if (trlist == NULL || who->type != PLAYER) 3414 if (trlist == NULL || who->type != PLAYER)
3767 return; 3415 return;
3768 3416
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3418
3771 if (tr == NULL || tr->item == NULL) 3419 if (!tr || !tr->item)
3772 { 3420 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3422 return;
3775 } 3423 }
3776 3424
3842 { 3490 {
3843 /* forces in the treasurelist can alter the player's stats */ 3491 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3492 object *skin;
3845 3493
3846 /* first get the dragon skin force */ 3494 /* first get the dragon skin force */
3495 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); 3496 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3497 ;
3498
3848 if (skin == NULL) 3499 if (!skin)
3849 return; 3500 return;
3850 3501
3851 /* adding new spellpath attunements */ 3502 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3503 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3504 {

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