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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 1.95 by root, Mon Jan 8 18:18:35 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 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
307/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
309 * mode. 365 * mode.
310 */ 366 */
311 367player *
312int 368player::create ()
313add_player (client *ns)
314{ 369{
315 player *p = new player; 370 player *pl = new player;
316 371
317 p->socket = ns; 372 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); 373 set_first_map (pl->ob);
326 374
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; 375 return pl;
335} 376}
336 377
337/* 378/*
338 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
364 405
365object * 406object *
366get_nearest_player (object *mon) 407get_nearest_player (object *mon)
367{ 408{
368 object *op = NULL; 409 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 410 objectlink *ol;
371 unsigned lastdist; 411 unsigned lastdist;
372 rv_vector rv; 412 rv_vector rv;
373 413
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 415 {
376 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 423 object *tmp = ol->ob;
384 424
385 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 426 * itself will have been cleared.
387 */ 427 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
389 ol = ol->next; 430 ol = ol->next;
390 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
391 if (!ol) 432 if (!ol)
392 return op; 433 return op;
393 } 434 }
406 { 447 {
407 op = ol->ob; 448 op = ol->ob;
408 lastdist = rv.distance; 449 lastdist = rv.distance;
409 } 450 }
410 } 451 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 452
412 { 453 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
417 { 456 {
418 op = pl->ob; 457 op = pl->ob;
419 lastdist = rv.distance; 458 lastdist = rv.distance;
420 } 459 }
421 } 460
422 }
423#if 0 461#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 463#endif
426 return op; 464 return op;
427} 465}
445 * circling behaviour. Unfortunately, this function is also used to determined 483 * 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 484 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 485 * is probably not a good thing.
448 */ 486 */
449#define MAX_SPACES 50 487#define MAX_SPACES 50
450
451 488
452/* 489/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * 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 491 * 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 492 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
695 link_player_skills (pl); 732 link_player_skills (pl);
696} 733}
697 734
698void 735void
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) 736get_party_password (object *op, partylist *party)
783{ 737{
784 if (party == NULL) 738 if (party == NULL)
785 { 739 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 741 return;
788 } 742 }
743
789 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 748}
794
795 749
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 751static int
798roll_stat (void) 752roll_stat (void)
799{ 753{
800 int a[4], i, j, k; 754 int a[4], i, j, k;
801 755
802 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 760 if (a[i] < k)
807 k = a[i], j = i; 761 k = a[i], j = i;
808 762
809 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 764 if (i != j)
812 k += a[i]; 765 k += a[i];
813 } 766
814 return k; 767 return k;
815} 768}
816 769
817void 770void
818roll_stats (object *op) 771object::roll_stats ()
819{ 772{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 773 int statsort [7];
823 774
824 do 775 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 } 776 {
835 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
836 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
837 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 786 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;
845 787
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]; 788 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
870 795
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; 796 stats.exp = 0;
882 op->stats.ac = 0; 797 stats.ac = 0;
883 798
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; 799 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
892 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
893} 811}
894 812
895void 813void
896Roll_Again (object *op) 814object::swap_stats (int a, int b)
897{ 815{
898 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 817 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)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 819
903void 820 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
905{ 852{
906 signed char tmp;
907 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
908 854
909 if (op->contr->Swap_First == -1) 855 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); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 857 //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); 858 //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} 859}
1024 860
1025/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1029 * not the class. 865 * not the class.
1030 */ 866 */
1031
1032int 867int
1033key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1034{ 869{
1035 int tmp_loop; 870 int tmp_loop;
1036 871
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1044 { 873 {
1045 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1046 875
1047 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, op, 0, 0, 0);
1053 882
1054 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1056 885
1057 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1058 887
1059 if (op->msg) 888 if (op->msg)
1060 op->msg = NULL; 889 op->msg = NULL;
1061 890
1062 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1063 * to save here. 892 * to save here.
1064 */ 893 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf); 895 make_path_to_file (buf);
1067 896
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 897 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 900 link_player_skills (op);
1075 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1076 fix_player (op); 902 op->update_stats ();
1077 903
1078 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1079 * is one for this race 905 * is one for this race
1080 */ 906 */
1081 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1082 { 908 {
1083 object *tmp; 909 object *tmp;
1084 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1085 911
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 913 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1093 * default initial map */ 919 * default initial map */
1094 tmp->destroy (); 920 tmp->destroy ();
1095 } 921 }
1096 else 922 else
1107 while (!tmp_loop) 933 while (!tmp_loop)
1108 { 934 {
1109 shstr name = op->name; 935 shstr name = op->name;
1110 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1111 937
1112 remove_statbonus (op); 938 op->remove_statbonus ();
1113 op->remove (); 939 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1116 op->instantiate (); 942 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1119 op->x = x; 945 op->x = x;
1120 op->y = y; 946 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 950 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1126 } 952 }
1127 953
1128 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 956 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 959 op->stats.grace = 0;
1134 960
1135 if (op->msg) 961 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 963
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 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; 965 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} 966}
1190 967
1191void 968void
1192flee_player (object *op) 969flee_player (object *op)
1193{ 970{
1223 { 1000 {
1224 op->enemy = NULL; 1001 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1003 return;
1227 } 1004 }
1005
1228 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1229 1007
1230 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1232 { 1010 {
1233 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1234 1012
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1014 return;
1238 }
1239 } 1015 }
1016
1240 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1019 op->enemy = NULL;
1243} 1020}
1244 1021
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1874 return 0; 1624 return 0;
1875 } 1625 }
1876 1626
1877 arrow->set_owner (op); 1627 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1629 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1630
1884 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1885 { 1632 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1634 op->update_stats ();
1888 } 1635 }
1889 1636
1890 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1902 1649
1903 /* update the speed */ 1650 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 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; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1653
1907 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1911 1656
1912 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1913 { 1658 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1928 1673
1929 if (bow->slaying) 1674 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1931 1676
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1679
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1938 1682
1939 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1684 move_arrow (arrow);
1941 1685
1942 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1968 } 1712 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1714 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1716 wcmod = -1;
1717
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1719 }
1975 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1976 { 1721 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2047 1792
2048 if (item->arch) 1793 if (item->arch)
2049 { 1794 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2052 item->speed = 0; 1797 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1798 }
1799
2055 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1802 }
2058 } 1803 }
2059 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1805 drain_rod_charge (item);
2062 }
2063 } 1806 }
2064} 1807}
2065 1808
2066/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2067 */ 1810 */
2106 { 1849 {
2107 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return; 1852 return;
2110 } 1853 }
1854
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return; 1856 return;
2113 case range_builder: 1857 case range_builder:
2114 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2115 return; 1859 return;
2116 default: 1860 default:
2210 * 0 otherwise 1954 * 0 otherwise
2211 */ 1955 */
2212static int 1956static int
2213player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2214{ 1958{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* 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 - 1960 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2219 */ 1962 */
2220 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2262 */ 2005 */
2263
2264void 2006void
2265move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2266{ 2008{
2267 object *tmp, *mon; 2009 object *tmp, *mon;
2268 sint16 nx, ny; 2010 sint16 nx, ny;
2270 maptile *m; 2012 maptile *m;
2271 2013
2272 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2274 2016
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2276 2018
2277 /* If braced, or can't move to the square, and it is not out of the 2019 /* 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 2020 * 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 2021 * 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 2022 * player. This is a pretty nasty hack, because if we could
2285 */ 2027 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2029 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2031 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2291 if (!m) 2033 if (!m)
2292 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2293 } 2035 }
2294 else 2036 else
2295 m = op->map; 2037 m = op->map;
2296 2038
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 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; 2040 return;
2301 }
2302 2041
2303 mon = NULL; 2042 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* 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. 2044 * 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 2045 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2046 * on the space
2308 */ 2047 */
2309 while (tmp != NULL) 2048 while (tmp)
2310 { 2049 {
2311 if (tmp == op) 2050 if (tmp == op)
2312 { 2051 {
2313 tmp = tmp->above; 2052 tmp = tmp->above;
2314 continue; 2053 continue;
2324 mon = tmp; 2063 mon = tmp;
2325 2064
2326 tmp = tmp->above; 2065 tmp = tmp->above;
2327 } 2066 }
2328 2067
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2069 return; /* into a wall */
2331 2070
2332 if (mon->head != NULL) 2071 if (mon->head)
2333 mon = mon->head; 2072 mon = mon->head;
2334 2073
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2337 return; 2076 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2099 {
2361 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2101 if (op->contr->braced)
2363 return; 2102 return;
2103
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2107 make_visible (op);
2108
2368 return; 2109 return;
2369 } 2110 }
2370 2111
2371 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2115 * attack them either.
2375 */ 2116 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2120 (op->contr->peaceful
2380 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2381 && mon->contr-> 2122 && mon->contr->
2382 peaceful)) && 2123 peaceful)) &&
2383#else 2124#else
2384 op->contr->peaceful && 2125 op->contr->peaceful &&
2385#endif 2126#endif
2386 !on_battleground)) 2127 !on_battleground))
2387 { 2128 {
2388 if (!op->contr->braced) 2129 if (!op->contr->braced)
2389 { 2130 {
2390 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);
2391 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2392 } 2133 }
2393 else 2134 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2136
2397 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2138 make_visible (op);
2399 } 2139 }
2400 2140
2401 /* If the object is a boulder or other rollable object, then 2141 /* 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 2152 * 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: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2156 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 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))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2159 {
2421 2160
2422 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2169
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2171 }
2433 2172
2434 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2435 2174
2436 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2178 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2181 {
2443 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2444 2183
2445 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2448 } 2187 }
2188
2449 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2450 make_visible (op); 2190 make_visible (op);
2451 } 2191 }
2452 } /* if player should attack something */ 2192 } /* if player should attack something */
2453} 2193}
2455int 2195int
2456move_player (object *op, int dir) 2196move_player (object *op, int dir)
2457{ 2197{
2458 int pick; 2198 int pick;
2459 2199
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2201 return 0;
2462 2202
2463 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2465 { 2205 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2207 return 0;
2468 } 2208 }
2469 2209
2470 /* peterm: added following line */ 2210 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473 2213
2474 op->facing = dir; 2214 op->facing = dir;
2475 2215
2488 2228
2489 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2230 * server can handle repeat firing.
2491 */ 2231 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2233 op->direction = dir;
2495 }
2496 else 2234 else
2497 {
2498 op->direction = 0; 2235 op->direction = 0;
2499 } 2236
2500 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2239 * for players.
2503 */ 2240 */
2504 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2556 2293
2557 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2296 * called, so we recheck it here.
2560 */ 2297 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2298 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2299 return 1;
2563 ;
2564 2300
2565 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2566 return 0; 2302 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2304 {
2570 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2306 op->speed_left--;
2572 2307
2573 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2576 */ 2311 */
2577 move_player (op, op->direction); 2312 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2313
2579 return 1; 2314 return op->speed_left > 0;
2580 else 2315 }
2581 return 0;
2582 } 2316 }
2583 2317
2584 return 0; 2318 return 0;
2585} 2319}
2586 2320
2606 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2607 2341
2608 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2609 op->stats.food = 999; 2343 op->stats.food = 999;
2610 2344
2611 fix_player (op); 2345 op->update_stats ();
2612 return 1; 2346 return 1;
2613 } 2347 }
2614 2348
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2362{
2629 object *next; 2363 object *next;
2630 2364
2631 while (op) 2365 while (op)
2632 { 2366 {
2633 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2368
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2370 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2644 } 2375 }
2645 else if (op->inv) 2376 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2647 2378
2648 op = next; 2379 op = next;
2649 } 2380 }
2650} 2381}
2651
2652 2382
2653/* 2383/*
2654 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2421 strcat (buf2, buf);
2692 2422
2693 return buf2; 2423 return buf2;
2694} 2424}
2695
2696
2697 2425
2698void 2426void
2699do_some_living (object *op) 2427do_some_living (object *op)
2700{ 2428{
2701 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2710 const int max_grace = 1; 2438 const int max_grace = 1;
2711 2439
2712 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2713 { 2441 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 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) 2443 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]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2445 }
2718 2446
2719 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2720 { 2448 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2453 else
2727 { 2454 {
2728 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2457 }
2458
2731 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2461 else
2734 { 2462 {
2735 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2465 }
2466
2738 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2469 else
2741 { 2470 {
2742 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2489 op->stats.food = last_food;
2761 } 2490 }
2762 } 2491 }
2492
2763 if (max_sp > 1) 2493 if (max_sp > 1)
2764 { 2494 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2496 if (over_sp > 0)
2767 { 2497 {
2768 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2769 { 2499 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2503 op->stats.sp--;
2504
2773 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2775 } 2507 }
2776 op->last_sp = 0; 2508 op->last_sp = 0;
2777 } 2509 }
2778 else 2510 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2512 }
2783 else 2513 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2515 }
2788 2516
2789 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2792 { 2520 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2795 if (max_grace > 1) 2524 if (max_grace > 1)
2796 { 2525 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2527 if (over_grace > 0)
2799 { 2528 {
2827 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2558 op->stats.food = last_food;
2830 } 2559 }
2831 } 2560 }
2561
2832 if (max_hp > 1) 2562 if (max_hp > 1)
2833 { 2563 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2565 if (over_hp > 0)
2836 { 2566 {
2860 2590
2861 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2593 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2865 /* dms do not consume food */ 2596 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2598 op->stats.food--;
2868 } 2599 }
2869 }
2870 2600
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2602 {
2873 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2874 2604
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2606 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2614 break;
2885 } 2615 }
2886 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2887 flesh = tmp; 2617 flesh = tmp;
2888 } /* End if paid for object */ 2618 } /* End if paid for object */
2889 } /* end of for loop */ 2619 } /* end of for loop */
2620
2890 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2622 * eat flesh instead.
2892 */ 2623 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2625 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2897 } 2628 }
2898 } /* end if player is starving */ 2629 }
2899 2630
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2902 2633
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2635 kill_player (op);
2636 }
2905} 2637}
2906
2907
2908 2638
2909/* If the player should die (lack of hp, food, etc), we call this. 2639/* 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 2640 * 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 2641 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2642 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 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..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2674
2945 /* restore player */ 2675 /* restore player */
2946 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2678 {
2950 tmp->destroy (); 2679 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2681 }
2953 2682
2954 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2685 {
2958 tmp->destroy (); 2686 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2688 }
2961 2689
2963 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2693 op->stats.food = 999;
2966 2694
2967 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2697 {
2971 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2699 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " 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); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2703 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2707 }
2982 2708
2983 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2711 op->contr->braced = 0;
2990 2716
2991 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2992 2718
2993 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2994 { 2720 {
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); 2721 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3004 } 2723 }
3005 else 2724 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); 2725 sprintf (buf, "%s died.", &op->name);
3015 } 2726
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2728
3018 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3019 x = op->x; 2730 x = op->x;
3020 y = op->y; 2731 y = op->y;
3021 map = op->map; 2732 map = op->map;
3022 2733
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2735 * 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. 2736 * See the config.h file for a little more in depth detail about this.
3029 */ 2737 */
3030 2738
3031 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2741 * of death.
3034 */ 2742 */
3035#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3037 { 2745 {
3038 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2748 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2751 little bit harder. */
3044 /* GD */ 2752 /* GD */
3045 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2754 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2755 else
3051 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3052 num_stats_lose = 1; 2759 num_stats_lose = 1;
3053 } 2760
3054 lost_a_stat = 0; 2761 lost_a_stat = 0;
3055 2762
3056 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3057 { 2764 {
3058 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3059 2766
3060 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3061 { 2768 {
3062 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2770 * what he lost.
3064 */ 2771 */
3065 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3071 } 2790 }
3072 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3073 { 2793 {
3074 /* deplete a stat */ 2794 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3076 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3077 2797 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2798 {
3081 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3083 } 2801
3084 lose_this_stat = 1; 2802 /* 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) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2808 {
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; 2809 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2811 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 } 2812 }
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 */ 2813 else
3126 if (this_stat >= -50)
3127 { 2814 {
3128 change_attr_value (&(dep->stats), i, -1); 2815 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; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2820 }
3134 } 2821 }
3135 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3136 } 2841 }
2842 }
2843 }
3137 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2845 if (!lost_a_stat)
3139 { 2846 {
3140 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3143 2850
3144 if (god && (strcmp (god, "none"))) 2851 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); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2853 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2855 }
3149#else 2856#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2858#endif
3152 2859
3153 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2861 * exp loss on the stone.
3155 */ 2862 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2865 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2867 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); 2868 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; 2869 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2872
3166 /**************************************/ 2873 /**************************************/
3167 /* */ 2874 /* */
3168 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3171 /* */ 2878 /* */
3172 /**************************************/ 2879 /**************************************/
3173 2880
3174 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2882 /* restore player */
3176 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3178 2885
3179 if (tmp) 2886 if (tmp)
3180 { 2887 {
3181 tmp->destroy (); 2888 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2890 }
3184 2891
3185 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2894 if (tmp)
3188 { 2895 {
3189 tmp->destroy (); 2896 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2898 }
3192 2899
3193 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3194 2901
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3198 op->stats.food = 900; 2905 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2909
3203 /* 2910 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2911 * 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 2912 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2913 * in the map.
3207 */ 2914 */
3208 2915
3209 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3211 2918
3212 /****************************************/ 2919 /****************************************/
3213 /* */ 2920 /* */
3214 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3216 /* */ 2923 /* */
3217 /****************************************/ 2924 /****************************************/
3218 2925
3219 enter_player_savebed (op); 2926 enter_player_savebed (op);
3220 2927
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2928 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2929
3227 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2933 * on the space that might harm the player.
3231 */ 2934 */
3232 will_kill_again = 0; 2935 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3236 2939
3237 if (will_kill_again) 2940 if (will_kill_again)
3238 { 2941 {
3239 object *force; 2942 object *force;
3240 int at; 2943 int at;
3241 2944
3242 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2947 force->speed = 0.1;
3245 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2952 force->resist[at] = 100;
3250 2953
3251 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3252 fix_player (op); 2955 op->update_stats ();
3253 2956
3254 } 2957 }
3255 2958
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 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} 2960}
3325
3326 2961
3327void 2962void
3328loot_object (object *op) 2963loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3331 2966
3332 if (op->container) 2967 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 2969
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3338 { 2971 {
3339 next = tmp->below; 2972 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3341 continue; 2975 continue;
2976
3342 tmp->remove (); 2977 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2980 { /* empty container to ground */
3346 loot_object (tmp); 2981 loot_object (tmp);
3368 */ 3003 */
3369 3004
3370void 3005void
3371fix_weight (void) 3006fix_weight (void)
3372{ 3007{
3373 player *pl; 3008 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3009 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3011
3379 if (old == sum) 3012 if (old == sum)
3380 continue; 3013 continue;
3381 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3016 }
3384} 3017}
3385 3018
3386void 3019void
3387fix_luck (void) 3020fix_luck (void)
3388{ 3021{
3389 player *pl; 3022 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3394} 3025}
3395
3396 3026
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3400 */ 3030 */
3401
3402void 3031void
3403cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3404{ 3033{
3405 object *skop, *spob; 3034 object *skop, *spob;
3406 3035
3451 object *tmp = NULL; 3080 object *tmp = NULL;
3452 3081
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3083 return 1;
3455 3084
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; 3085 return 0;
3462} 3086}
3463 3087
3464/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3521 3145
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3147
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3528 { 3151 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3153 make_visible (op);
3531 return; 3154 return;
3532 } 3155 }
3533 else 3156 else
3534 num += 20; 3157 num += 20;
3535 } 3158
3536 num += op->map->difficulty; 3159 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3161 num -= hide;
3162
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3164 {
3541 make_visible (op); 3165 make_visible (op);
3542 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3168 }
3545 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3171}
3550 3172
3551/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3552 3174
3553int 3175int
3580 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3581 continue; 3203 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3205 continue;
3584 3206
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3208 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3210 return 1;
3589 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3590 { 3212 {
3620 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3621 { 3243 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3245 return -1;
3624 } 3246 }
3247
3625 if (!pl || !op) 3248 if (!pl || !op)
3626 return 0; 3249 return 0;
3627 3250
3628 if (op->head)
3629 {
3630 op = op->head; 3251 op = op->head_ ();
3631 } 3252
3632 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3633 3254
3634 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3256 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3644 3265
3645 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3268 * for any meaningful values.
3648 */ 3269 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3273 return 1;
3653 op = op->more; 3274 op = op->more;
3654 } 3275 }
3655 return 0; 3276 return 0;
3656} 3277}
3766 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3767 return; 3388 return;
3768 3389
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3391
3771 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3772 { 3393 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3395 return;
3775 } 3396 }
3776 3397
3842 { 3463 {
3843 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3465 object *skin;
3845 3466
3846 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 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); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3848 if (skin == NULL) 3472 if (!skin)
3849 return; 3473 return;
3850 3474
3851 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3477 {

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