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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h> 25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36player *
41find_player (const char *plname) 37find_player (const char *plname)
42{ 38{
43 player *pl; 39 for_all_players (pl)
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 41 return pl;
49 }; 42
50 return NULL; 43 return 0;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77} 44}
78 45
79void 46void
80display_motd (const object *op) 47display_motd (const object *op)
81{ 48{
85 int comp; 52 int comp;
86 int size; 53 int size;
87 54
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 57 return;
92 } 58
93 motd[0] = '\0'; 59 motd[0] = '\0';
94 size = 0; 60 size = 0;
61
95 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
96 { 63 {
97 if (*buf == '#') 64 if (*buf == '#')
98 continue; 65 continue;
66
99 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 68 size += strlen (buf);
101 } 69 }
70
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
104} 73}
105 74
106void 75void
112 int comp; 81 int comp;
113 int size; 82 int size;
114 83
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 86 return;
119 } 87
120 rules[0] = '\0'; 88 rules[0] = '\0';
121 size = 0; 89 size = 0;
90
122 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
123 { 92 {
124 if (*buf == '#') 93 if (*buf == '#')
125 continue; 94 continue;
95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
127 { 97 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 99 break;
130 } 100 }
101
131 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 103 size += strlen (buf);
133 } 104 }
105
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
136} 108}
137 109
138void 110void
146 int size; 118 int size;
147 119
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 122 return;
123
151 news[0] = '\0'; 124 news[0] = '\0';
152 subject[0] = '\0'; 125 subject[0] = '\0';
153 size = 0; 126 size = 0;
127
154 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 129 {
156 if (*buf == '#') 130 if (*buf == '#')
157 continue; 131 continue;
132
158 if (*buf == '%') 133 if (*buf == '%')
159 { /* send one news */ 134 { /* send one news */
160 if (size > 0) 135 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
162 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
182} 157}
183 158
184int 159/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 160static void
161set_first_map (object *op)
186{ 162{
187 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 164 op->x = -1;
189 return 0; 165 op->y = -1;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 166}
196 167
197/* This no longer sets the player map. Also, it now updates 168void
198 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{ 170{
211 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
212 int i;
213 172
214 if (!p) 173 EXIT_PATH (tmp) = maplevel;
215 { 174 EXIT_X (tmp) = ob->x;
216 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
217 177
218 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
219 * complexity here because we want to add the new player at the 179}
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225 180
226 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
227 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
228 if (tmp != NULL) 183void
229 tmp->next = p; 184player::connect (client *ns)
230 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
231 first_player = p; 190 first_player = this;
232 191
233 p->next = NULL; 192 ns->update_look = 0;
234 } 193 ns->look_position = 0;
235 194
236 /* Clears basically the entire player structure except 195 clear_los (ob);
237 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 217 */
239 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
240 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
241 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 313 * we deal with that below this point.
243 */ 314 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 318
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
255 320
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
270 p->last_speed = -1; 322 last_speed = -1;
271 p->shoottype = range_none; 323 shoottype = range_none;
272 p->bowtype = bow_normal; 324 bowtype = bow_normal;
273 p->petmode = pet_normal; 325 petmode = pet_normal;
274 p->listening = 10; 326 listening = 10;
275 p->usekeys = containers; 327 usekeys = containers;
276 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 330 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 331
287 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
290 * at zero. 335 * at zero.
291 */ 336 */
292 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 339
296 }
297 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 341 last_resist[i] = -1;
300 } 342
301 p->last_stats.exp = -1; 343 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 345}
308 346
309/* This loads the first map an puts the player on it. */ 347void
310static void 348player::do_destroy ()
311set_first_map (object *op)
312{ 349{
313 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
319/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
321 * mode. 392 * mode.
322 */ 393 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
328 398
329 p = get_player (NULL); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 400 set_first_map (pl->ob);
344 401
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 402 return pl;
353} 403}
354 404
355/* 405/*
356 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
366 { 416 {
367 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
368 at = first_archetype; 418 at = first_archetype;
369 else 419 else
370 at = at->next; 420 at = at->next;
421
371 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
372 return at; 423 return at;
424
373 if (at == start) 425 if (at == start)
374 { 426 {
375 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 428 exit (-1);
377 } 429 }
378 } 430 }
379} 431}
380 432
381
382object * 433object *
383get_nearest_player (object *mon) 434get_nearest_player (object *mon)
384{ 435{
385 object *op = NULL; 436 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 437 objectlink *ol;
388 unsigned lastdist; 438 unsigned lastdist;
389 rv_vector rv; 439 rv_vector rv;
390 440
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 473 {
424 op = ol->ob; 474 op = ol->ob;
425 lastdist = rv.distance; 475 lastdist = rv.distance;
426 } 476 }
427 } 477 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 478
429 { 479 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
434 { 482 {
435 op = pl->ob; 483 op = pl->ob;
436 lastdist = rv.distance; 484 lastdist = rv.distance;
437 } 485 }
438 } 486
439 }
440#if 0 487#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 489#endif
443 return op; 490 return op;
444} 491}
462 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 511 * is probably not a good thing.
465 */ 512 */
466#define MAX_SPACES 50 513#define MAX_SPACES 50
467
468 514
469/* 515/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
712 link_player_skills (pl); 758 link_player_skills (pl);
713} 759}
714 760
715void 761void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
800{ 763{
801 if (party == NULL) 764 if (party == NULL)
802 { 765 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 767 return;
805 } 768 }
769
806 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 774}
811
812 775
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 777static int
815roll_stat (void) 778roll_stat (void)
816{ 779{
817 int a[4], i, j, k; 780 int a[4], i, j, k;
818 781
819 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 786 if (a[i] < k)
824 k = a[i], j = i; 787 k = a[i], j = i;
825 788
826 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 790 if (i != j)
829 k += a[i]; 791 k += a[i];
830 } 792
831 return k; 793 return k;
832} 794}
833 795
834void 796void
835roll_stats (object *op) 797object::roll_stats ()
836{ 798{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 799 int statsort [7];
840 800
841 do 801 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 802 {
852 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
853 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
854 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 813
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
887 821
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 822 stats.exp = 0;
899 op->stats.ac = 0; 823 stats.ac = 0;
900 824
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
909 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
910} 837}
911 838
912void 839void
913Roll_Again (object *op) 840object::swap_stats (int a, int b)
914{ 841{
915 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 845
920void 846 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
922{ 878{
923 signed char tmp;
924 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
925 880
926 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 885}
1041 886
1042/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1046 * not the class. 891 * not the class.
1047 */ 892 */
1048
1049int 893int
1050key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1051{ 895{
1052 int tmp_loop; 896 int tmp_loop;
1053 897
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1061 { 899 {
1062 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1063 901
1064 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
1067 908
1068 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1070 911
1071 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1072 913
1073 if (op->msg) 914 if (op->msg)
1074 op->msg = NULL; 915 op->msg = NULL;
1075 916
1076 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1085 start_info (op); 926 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 929 link_player_skills (op);
1089 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1090 fix_player (op); 931 op->update_stats ();
1091 932
1092 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1093 * is one for this race 934 * is one for this race
1094 */ 935 */
1095 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1096 { 937 {
1097 object *tmp; 938 object *tmp;
1098 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1099 940
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = object::create (); 942 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1107 * default initial map */ 948 * default initial map */
1108 tmp->destroy (); 949 tmp->destroy ();
1109 } 950 }
1110 else 951 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 953
1114 return 0; 954 return 0;
1115 } 955 }
1116 956
1117 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1122 while (!tmp_loop) 962 while (!tmp_loop)
1123 { 963 {
1124 shstr name = op->name; 964 shstr name = op->name;
1125 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1126 966
1127 remove_statbonus (op); 967 op->remove_statbonus ();
1128 op->remove (); 968 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1130 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1131 op->instantiate (); 971 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1134 op->x = x; 974 op->x = x;
1135 op->y = y; 975 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 979 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1141 } 981 }
1142 982
1143 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 985 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 988 op->stats.grace = 0;
1149 989
1150 if (op->msg) 990 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 992
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 994 return 0;
1155} 995}
1156 996
1157int 997int
1158key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1159{ 999{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 1001 {
1164 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 1004 return 1;
1167 } 1005 }
1168 1006
1169 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1171 1009
1010 op->contr->enable_save = false;
1011
1172 terminate_all_pets (op); 1012 terminate_all_pets (op);
1173 leave_map (op); 1013 op->remove ();
1174 op->direction = 0; 1014 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 1016
1177 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1178 check_score (op); 1018 check_score (op);
1179 op->contr->party = NULL; 1019 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1182 1022
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1; 1023 return 1;
1204} 1024}
1205 1025
1206void 1026void
1207flee_player (object *op) 1027flee_player (object *op)
1238 { 1058 {
1239 op->enemy = NULL; 1059 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1061 return;
1242 } 1062 }
1063
1243 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1244 1065
1245 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1247 { 1068 {
1248 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1249 1070
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1072 return;
1253 }
1254 } 1073 }
1074
1255 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1077 op->enemy = NULL;
1258} 1078}
1259 1079
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1167 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1172 }
1173
1381 /* philosophy: 1174 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1175 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1179 * example.
1387 * The drawback: right now it has no frontend, so you need to 1180 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1181 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1815 if (!dir) 1608 if (!dir)
1816 { 1609 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1818 return 0; 1611 return 0;
1819 } 1612 }
1613
1820 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1821 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1822 else 1616 else
1823 { 1617 {
1824 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1832 { 1626 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1628 return 0;
1835 } 1629 }
1836 } 1630 }
1631
1837 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1838 { 1633 {
1839 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1840 return 0; 1635 return 0;
1841 } 1636 }
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 1639
1845 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1848 if (bowspeed < 1) 1644 if (bowspeed < 1)
1849 bowspeed = 1; 1645 bowspeed = 1;
1850 1646
1851 if (arrow == NULL) 1647 if (arrow == NULL)
1852 { 1648 {
1858 else 1654 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1860 return 0; 1656 return 0;
1861 } 1657 }
1862 } 1658 }
1659
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1662 return 0;
1867 } 1663
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1665 {
1870 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1871 return 0; 1667 return 0;
1872 } 1668 }
1878 return 0; 1674 return 0;
1879 } 1675 }
1880 1676
1881 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1679 if (!arrow)
1884 { 1680 {
1885 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1886 return 0; 1682 return 0;
1887 } 1683 }
1684
1888 arrow->set_owner (op); 1685 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1687 arrow->direction = dir;
1892 arrow->x = sx;
1893 arrow->y = sy;
1894 1688
1895 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1896 { 1690 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op); 1692 op->update_stats ();
1899 } 1693 }
1900 1694
1901 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1907 1701
1908 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1910 */ 1704 */
1911 1705
1913 1707
1914 /* update the speed */ 1708 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917 1711
1918 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1922 1714
1923 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1924 { 1716 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1935 } 1727 }
1936 1728
1937 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1938 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1939 1731
1940 if (bow->slaying != NULL) 1732 if (bow->slaying)
1941 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1942 1734
1943 arrow->map = m;
1944 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1737
1947 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1948 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1949 1740
1950 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1742 move_arrow (arrow);
1952 1743
1953 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1979 } 1770 }
1980 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1981 { 1772 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1774 wcmod = -1;
1775
1984 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1985 } 1777 }
1986 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1987 { 1779 {
1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2058 1850
2059 if (item->arch) 1851 if (item->arch)
2060 { 1852 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2063 item->speed = 0; 1855 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1856 }
1857
2066 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1860 }
2069 } 1861 }
2070 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1863 drain_rod_charge (item);
2073 }
2074 } 1864 }
2075} 1865}
2076 1866
2077/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2078 */ 1868 */
2221 * 0 otherwise 2011 * 0 otherwise
2222 */ 2012 */
2223static int 2013static int
2224player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2225{ 2015{
2226
2227 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2228 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2229 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2230 */ 2019 */
2231 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2269 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2273 */ 2062 */
2274
2275void 2063void
2276move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2277{ 2065{
2278 object *tmp, *mon; 2066 object *tmp, *mon;
2279 sint16 nx, ny; 2067 sint16 nx, ny;
2281 maptile *m; 2069 maptile *m;
2282 2070
2283 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2285 2073
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2287 2075
2288 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2289 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2290 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2291 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2303 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2304 } 2092 }
2305 else 2093 else
2306 m = op->map; 2094 m = op->map;
2307 2095
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2309 { 2097 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2311 return; 2099 return;
2312 } 2100 }
2313 2101
2314 mon = NULL; 2102 mon = 0;
2315 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2316 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2317 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2318 * on the space 2106 * on the space
2319 */ 2107 */
2320 while (tmp != NULL) 2108 while (tmp)
2321 { 2109 {
2322 if (tmp == op) 2110 if (tmp == op)
2323 { 2111 {
2324 tmp = tmp->above; 2112 tmp = tmp->above;
2325 continue; 2113 continue;
2335 mon = tmp; 2123 mon = tmp;
2336 2124
2337 tmp = tmp->above; 2125 tmp = tmp->above;
2338 } 2126 }
2339 2127
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2129 return; /* into a wall */
2342 2130
2343 if (mon->head != NULL) 2131 if (mon->head)
2344 mon = mon->head; 2132 mon = mon->head;
2345 2133
2346 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2347 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2348 return; 2136 return;
2385 * attack them either. 2173 * attack them either.
2386 */ 2174 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2178 (op->contr->peaceful
2391 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2392 && mon->contr-> 2180 && mon->contr->
2393 peaceful)) && 2181 peaceful)) &&
2394#else 2182#else
2395 op->contr->peaceful && 2183 op->contr->peaceful &&
2396#endif 2184#endif
2397 !on_battleground)) 2185 !on_battleground))
2398 { 2186 {
2399 if (!op->contr->braced) 2187 if (!op->contr->braced)
2400 { 2188 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2402 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2403 } 2191 }
2404 else 2192 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2194
2408 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2196 make_visible (op);
2410 } 2197 }
2411 2198
2412 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2228
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 } 2230 }
2444 2231
2445 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2446 2233
2447 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2237 * the wiz.
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 { 2240 {
2454 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2455 2242
2456 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2459 } 2246 }
2247
2460 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2461 make_visible (op); 2249 make_visible (op);
2462 } 2250 }
2463 } /* if player should attack something */ 2251 } /* if player should attack something */
2464} 2252}
2499 2287
2500 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2501 * server can handle repeat firing. 2289 * server can handle repeat firing.
2502 */ 2290 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2292 op->direction = dir;
2506 }
2507 else 2293 else
2508 {
2509 op->direction = 0; 2294 op->direction = 0;
2510 } 2295
2511 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2298 * for players.
2514 */ 2299 */
2515 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2567 2352
2568 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2569 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2355 * called, so we recheck it here.
2571 */ 2356 */
2572 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2573 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2574 return 0; 2360 return 0;
2575 2361
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2363 {
2586 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2587 return 1; 2373 return 1;
2588 else 2374 else
2589 return 0; 2375 return 0;
2590 } 2376 }
2377
2591 return 0; 2378 return 0;
2592} 2379}
2593 2380
2594int 2381int
2595save_life (object *op) 2382save_life (object *op)
2596{ 2383{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2385 return 0;
2601 2386
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2389 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607 2392
2615 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2616 2401
2617 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2618 op->stats.food = 999; 2403 op->stats.food = 999;
2619 2404
2620 fix_player (op); 2405 op->update_stats ();
2621 return 1; 2406 return 1;
2622 } 2407 }
2408
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2412 return 0;
2627} 2413}
2636{ 2422{
2637 object *next; 2423 object *next;
2638 2424
2639 while (op) 2425 while (op)
2640 { 2426 {
2641 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2428
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2430 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2652 } 2435 }
2653 else if (op->inv) 2436 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2655 op = next; 2439 op = next;
2656 } 2440 }
2657} 2441}
2658
2659 2442
2660/* 2443/*
2661 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2460 else
2678 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2464 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2466 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2467 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2468 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2469
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2471 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2688 { 2473 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2476 strcat (buf2, buf);
2692 } 2477 }
2478
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2696 return buf2; 2483 return buf2;
2697} 2484}
2698
2699
2700 2485
2701void 2486void
2702do_some_living (object *op) 2487do_some_living (object *op)
2703{ 2488{
2704 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2713 const int max_grace = 1; 2498 const int max_grace = 1;
2714 2499
2715 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2716 { 2501 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2505 }
2721 2506
2722 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2723 { 2508 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2513 else
2730 { 2514 {
2731 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2517 }
2518
2734 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2521 else
2737 { 2522 {
2738 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2525 }
2526
2741 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2529 else
2744 { 2530 {
2745 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2549 op->stats.food = last_food;
2764 } 2550 }
2765 } 2551 }
2552
2766 if (max_sp > 1) 2553 if (max_sp > 1)
2767 { 2554 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2556 if (over_sp > 0)
2770 { 2557 {
2771 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2772 { 2559 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2563 op->stats.sp--;
2564
2776 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2778 } 2567 }
2779 op->last_sp = 0; 2568 op->last_sp = 0;
2780 } 2569 }
2781 else 2570 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2572 }
2786 else 2573 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2575 }
2791 2576
2792 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2795 { 2580 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2798 if (max_grace > 1) 2584 if (max_grace > 1)
2799 { 2585 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2587 if (over_grace > 0)
2802 { 2588 {
2830 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2618 op->stats.food = last_food;
2833 } 2619 }
2834 } 2620 }
2621
2835 if (max_hp > 1) 2622 if (max_hp > 1)
2836 { 2623 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2625 if (over_hp > 0)
2839 { 2626 {
2863 2650
2864 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2653 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2868 /* dms do not consume food */ 2656 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2658 op->stats.food--;
2871 } 2659 }
2872 }
2873 2660
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2662 {
2876 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2877 2664
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2666 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2674 break;
2888 } 2675 }
2889 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2890 flesh = tmp; 2677 flesh = tmp;
2891 } /* End if paid for object */ 2678 } /* End if paid for object */
2892 } /* end of for loop */ 2679 } /* end of for loop */
2680
2893 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2682 * eat flesh instead.
2895 */ 2683 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2685 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2900 } 2688 }
2901 } /* end if player is starving */ 2689 }
2902 2690
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2905 2693
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2695 kill_player (op);
2696 }
2908} 2697}
2909
2910
2911 2698
2912/* If the player should die (lack of hp, food, etc), we call this. 2699/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2700 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2702 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2734
2948 /* restore player */ 2735 /* restore player */
2949 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2738 {
2953 tmp->destroy (); 2739 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2741 }
2956 2742
2957 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2745 {
2961 tmp->destroy (); 2746 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2748 }
2964 2749
2966 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2753 op->stats.food = 999;
2969 2754
2970 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2757 {
2974 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2759 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2763 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2767 }
2985 2768
2986 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2771 op->contr->braced = 0;
3014 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3015 return; 2798 return;
3016 } 2799 }
3017 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3018 } 2801 }
2802
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2804
3021 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3022 x = op->x; 2806 x = op->x;
3023 y = op->y; 2807 y = op->y;
3024 map = op->map; 2808 map = op->map;
3025 2809
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
3032 */ 2813 */
3033 2814
3034 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2817 * of death.
3037 */ 2818 */
3038#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3040 { 2821 {
3041 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2824 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2827 little bit harder. */
3047 /* GD */ 2828 /* GD */
3048 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2830 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2831 else
3054 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3055 num_stats_lose = 1; 2835 num_stats_lose = 1;
3056 } 2836
3057 lost_a_stat = 0; 2837 lost_a_stat = 0;
3058 2838
3059 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3060 { 2840 {
3061 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3062 2842
3063 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3064 { 2844 {
3065 /* Pick a random stat and take a point off it. Tell the player 2845 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2846 * what he lost.
3067 */ 2847 */
3068 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2853 lost_a_stat = 1;
2854 }
2855 else
2856 {
2857 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion");
2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2863 {
2864 dep = arch_to_object (deparch);
2865 insert_ob_in_ob (dep, op);
3074 } 2866 }
3075 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3076 { 2869 {
3077 /* deplete a stat */ 2870 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3079 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3080 2873 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2874 {
3084 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3086 } 2877
3087 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2884 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2885 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2887 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2888 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2889 else
3129 if (this_stat >= -50)
3130 { 2890 {
3131 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2896 }
3137 } 2897 }
3138 } 2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2903 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a
2907 * difference.
2908 */
2909 if (this_stat >= -50)
2910 {
2911 change_attr_value (&(dep->stats), i, -1);
2912 SET_FLAG (dep, FLAG_APPLIED);
2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2914 op->update_stats ();
2915 lost_a_stat = 1;
2916 }
3139 } 2917 }
2918 }
2919 }
3140 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2921 if (!lost_a_stat)
3142 { 2922 {
3143 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3146 2926
3147 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2929 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2931 }
3152#else 2932#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2934#endif
3155 2935
3156 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2937 * exp loss on the stone.
3158 */ 2938 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2941 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2944 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3165 tmp->msg = buf; 2945 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2948
3169 /**************************************/ 2949 /**************************************/
3170 /* */ 2950 /* */
3171 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3174 /* */ 2954 /* */
3175 /**************************************/ 2955 /**************************************/
3176 2956
3177 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2958 /* restore player */
3179 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
3181 2961
3182 if (tmp) 2962 if (tmp)
3183 { 2963 {
3184 tmp->destroy (); 2964 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2966 }
3187 2967
3188 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2970 if (tmp)
3191 { 2971 {
3192 tmp->destroy (); 2972 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2974 }
3195 2975
3196 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3197 2977
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3201 op->stats.food = 900; 2981 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2985
3206 /* 2986 /*
3207 * Check to see if the player is in a shop. IF so, then check to see if 2987 * Check to see if the player is in a shop. IF so, then check to see if
3208 * the player has any unpaid items. If so, remove them and put them back 2988 * the player has any unpaid items. If so, remove them and put them back
3209 * in the map. 2989 * in the map.
3210 */ 2990 */
3211 2991
3212 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3214 2994
3215 /****************************************/ 2995 /****************************************/
3216 /* */ 2996 /* */
3217 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3219 /* */ 2999 /* */
3220 /****************************************/ 3000 /****************************************/
3221 3001
3222 enter_player_savebed (op); 3002 enter_player_savebed (op);
3223 3003
3224 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3225 * chance of abuse. 3005 * chance of abuse.
3226 */ 3006 */
3227 op->contr->braced = 0; 3007 op->contr->braced = 0;
3228 save_player (op, 1); 3008 op->contr->save ();
3229 3009
3230 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 3013 * on the space that might harm the player.
3234 */ 3014 */
3235 will_kill_again = 0; 3015 will_kill_again = 0;
3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3016 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3239 3019
3240 if (will_kill_again) 3020 if (will_kill_again)
3241 { 3021 {
3242 object *force; 3022 object *force;
3243 int at; 3023 int at;
3244 3024
3245 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 3027 force->speed = 0.1;
3248 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 3032 force->resist[at] = 100;
3253 3033
3254 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3255 fix_player (op); 3035 op->update_stats ();
3256 3036
3257 } 3037 }
3258 3038
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 3040}
3328
3329 3041
3330void 3042void
3331loot_object (object *op) 3043loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3334 3046
3335 if (op->container) 3047 if (op->container)
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3338 }
3339 3049
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3341 { 3051 {
3342 next = tmp->below; 3052 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3344 continue; 3055 continue;
3056
3345 tmp->remove (); 3057 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3347 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 3060 { /* empty container to ground */
3349 loot_object (tmp); 3061 loot_object (tmp);
3371 */ 3083 */
3372 3084
3373void 3085void
3374fix_weight (void) 3086fix_weight (void)
3375{ 3087{
3376 player *pl; 3088 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 3089 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 3091
3382 if (old == sum) 3092 if (old == sum)
3383 continue; 3093 continue;
3384 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3385 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3386 } 3096 }
3387} 3097}
3388 3098
3389void 3099void
3390fix_luck (void) 3100fix_luck (void)
3391{ 3101{
3392 player *pl; 3102 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3397} 3105}
3398
3399 3106
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3403 */ 3110 */
3404
3405void 3111void
3406cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3407{ 3113{
3408 object *skop, *spob; 3114 object *skop, *spob;
3409 3115
3454 object *tmp = NULL; 3160 object *tmp = NULL;
3455 3161
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3163 return 1;
3458 3164
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3165 return 0;
3465} 3166}
3466 3167
3467/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3583 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3584 continue; 3285 continue;
3585 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3586 continue; 3287 continue;
3587 3288
3588 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3589 { 3290 {
3590 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3291 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591 return 1; 3292 return 1;
3592 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3593 { 3294 {
3623 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3624 { 3325 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3327 return -1;
3627 } 3328 }
3329
3628 if (!pl || !op) 3330 if (!pl || !op)
3629 return 0; 3331 return 0;
3630 3332
3631 if (op->head)
3632 {
3633 op = op->head; 3333 op = op->head_ ();
3634 } 3334
3635 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3636 3336
3637 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3338 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3647 3347
3648 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3649 * code, so we need to restrict ourselves to that range of values 3349 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values. 3350 * for any meaningful values.
3651 */ 3351 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3655 return 1; 3355 return 1;
3656 op = op->more; 3356 op = op->more;
3657 } 3357 }
3658 return 0; 3358 return 0;
3659} 3359}
3769 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3770 return; 3470 return;
3771 3471
3772 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3773 3473
3774 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3775 { 3475 {
3776 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3777 return; 3477 return;
3778 } 3478 }
3779 3479
3845 { 3545 {
3846 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3547 object *skin;
3848 3548
3849 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3552 ;
3553
3851 if (skin == NULL) 3554 if (!skin)
3852 return; 3555 return;
3853 3556
3854 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3559 {

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