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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
87 return; 57 return;
88 58
89 motd[0] = '\0'; 59 motd[0] = '\0';
90 size = 0; 60 size = 0;
91 61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
96 66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 86 return;
117 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
120 90
121 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
122 { 92 {
123 if (*buf == '#') 93 if (*buf == '#')
124 continue; 94 continue;
125 95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
187} 157}
188 158
189int 159/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 160static void
161set_first_map (object *op)
191{ 162{
192 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 166}
202 167
203/* This no longer sets the player map. Also, it now updates 168void
204 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 170{
217 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
218 int i;
219 172
220 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
221 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
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.
222 */ 217 */
223 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
224 220
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{
225 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 313 * we deal with that below this point.
227 */ 314 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 318
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
239 320
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
258 p->last_speed = -1; 322 last_speed = -1;
259 p->shoottype = range_none; 323 shoottype = range_none;
260 p->bowtype = bow_normal; 324 bowtype = bow_normal;
261 p->petmode = pet_normal; 325 petmode = pet_normal;
262 p->listening = 10; 326 listening = 10;
263 p->usekeys = containers; 327 usekeys = containers;
264 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 330 do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274 331
275 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
278 * at zero. 335 * at zero.
279 */ 336 */
280 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285 339
286 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1; 341 last_resist[i] = -1;
288 342
289 p->last_stats.exp = -1; 343 last_stats.exp = -1;
290 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 345}
297 346
298/* This loads the first map an puts the player on it. */ 347void
299static void 348player::do_destroy ()
300set_first_map (object *op)
301{ 349{
302 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
303 op->x = -1;
304 op->y = -1;
305 enter_exit (op, NULL);
306}
307 351
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
308/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
309 * 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
310 * mode. 392 * mode.
311 */ 393 */
312 394player *
313int 395player::create ()
314add_player (client *ns)
315{ 396{
316 player *p = new player; 397 player *pl = new player;
317 398
318 p->socket = ns; 399 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320
321 p->next = first_player;
322 first_player = p;
323
324 p = get_player (p);
325
326 set_first_map (p->ob); 400 set_first_map (pl->ob);
327 401
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 402 return pl;
336} 403}
337 404
338/* 405/*
339 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
349 { 416 {
350 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
351 at = first_archetype; 418 at = first_archetype;
352 else 419 else
353 at = at->next; 420 at = at->next;
421
354 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
355 return at; 423 return at;
424
356 if (at == start) 425 if (at == start)
357 { 426 {
358 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 428 exit (-1);
360 } 429 }
361 } 430 }
362} 431}
363 432
364
365object * 433object *
366get_nearest_player (object *mon) 434get_nearest_player (object *mon)
367{ 435{
368 object *op = NULL; 436 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 437 objectlink *ol;
371 unsigned lastdist; 438 unsigned lastdist;
372 rv_vector rv; 439 rv_vector rv;
373 440
374 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)
406 { 473 {
407 op = ol->ob; 474 op = ol->ob;
408 lastdist = rv.distance; 475 lastdist = rv.distance;
409 } 476 }
410 } 477 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 478
412 { 479 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
417 { 482 {
418 op = pl->ob; 483 op = pl->ob;
419 lastdist = rv.distance; 484 lastdist = rv.distance;
420 } 485 }
421 } 486
422 }
423#if 0 487#if 0
424 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)");
425#endif 489#endif
426 return op; 490 return op;
427} 491}
445 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 511 * is probably not a good thing.
448 */ 512 */
449#define MAX_SPACES 50 513#define MAX_SPACES 50
450
451 514
452/* 515/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
695 link_player_skills (pl); 758 link_player_skills (pl);
696} 759}
697 760
698void 761void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
783{ 763{
784 if (party == NULL) 764 if (party == NULL)
785 { 765 {
786 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);
787 return; 767 return;
788 } 768 }
769
789 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
792 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:");
793} 774}
794
795 775
796/* 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. */
797int 777static int
798roll_stat (void) 778roll_stat (void)
799{ 779{
800 int a[4], i, j, k; 780 int a[4], i, j, k;
801 781
802 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 786 if (a[i] < k)
807 k = a[i], j = i; 787 k = a[i], j = i;
808 788
809 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 790 if (i != j)
812 k += a[i]; 791 k += a[i];
813 } 792
814 return k; 793 return k;
815} 794}
816 795
817void 796void
818roll_stats (object *op) 797object::roll_stats ()
819{ 798{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 799 int statsort [7];
823 800
824 do 801 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 802 {
835 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
836 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
837 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 813
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
870 821
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 822 stats.exp = 0;
882 op->stats.ac = 0; 823 stats.ac = 0;
883 824
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
893} 837}
894 838
895void 839void
896Roll_Again (object *op) 840object::swap_stats (int a, int b)
897{ 841{
898 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 845
903void 846 stats.Str = contr->orig_stats.Str;
904Swap_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)
905{ 878{
906 signed char tmp;
907 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
908 880
909 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 885}
1024 886
1025/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1029 * not the class. 891 * not the class.
1030 */ 892 */
1031
1032int 893int
1033key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1034{ 895{
1035 int tmp_loop; 896 int tmp_loop;
1036 897
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1044 { 899 {
1045 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1046 901
1047 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1053 908
1054 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1056 911
1057 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1058 913
1059 if (op->msg) 914 if (op->msg)
1060 op->msg = NULL; 915 op->msg = NULL;
1061 916
1062 /* 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
1071 start_info (op); 926 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 929 link_player_skills (op);
1075 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1076 fix_player (op); 931 op->update_stats ();
1077 932
1078 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1079 * is one for this race 934 * is one for this race
1080 */ 935 */
1081 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1082 { 937 {
1083 object *tmp; 938 object *tmp;
1084 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1085 940
1086 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);
1087 tmp = object::create (); 942 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1091 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;
1092 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1093 * default initial map */ 948 * default initial map */
1094 tmp->destroy (); 949 tmp->destroy ();
1095 } 950 }
1096 else 951 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 953
1100 return 0; 954 return 0;
1101 } 955 }
1102 956
1103 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1108 while (!tmp_loop) 962 while (!tmp_loop)
1109 { 963 {
1110 shstr name = op->name; 964 shstr name = op->name;
1111 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1112 966
1113 remove_statbonus (op); 967 op->remove_statbonus ();
1114 op->remove (); 968 op->remove ();
1115 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1116 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1117 op->instantiate (); 971 op->instantiate ();
1118 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1120 op->x = x; 974 op->x = x;
1121 op->y = y; 975 op->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1124 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1125 add_statbonus (op); 979 op->add_statbonus ();
1126 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1127 } 981 }
1128 982
1129 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1131 fix_player (op); 985 op->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1134 op->stats.grace = 0; 988 op->stats.grace = 0;
1135 989
1136 if (op->msg) 990 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138 992
1139 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");
1140 return 0; 994 return 0;
1141} 995}
1142 996
1143int 997int
1144key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1145{ 999{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 { 1001 {
1150 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1; 1004 return 1;
1153 } 1005 }
1154 1006
1155 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1157 1009
1010 op->contr->enable_save = false;
1011
1158 terminate_all_pets (op); 1012 terminate_all_pets (op);
1159 leave_map (op); 1013 op->remove ();
1160 op->direction = 0; 1014 op->direction = 0;
1161 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);
1162 1016
1163 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1164 check_score (op); 1018 check_score (op);
1165 op->contr->party = NULL; 1019 op->contr->party = 0;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1168 1022
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1; 1023 return 1;
1190} 1024}
1191 1025
1192void 1026void
1193flee_player (object *op) 1027flee_player (object *op)
1224 { 1058 {
1225 op->enemy = NULL; 1059 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 1061 return;
1228 } 1062 }
1063
1229 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1230 1065
1231 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1233 { 1068 {
1234 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1235 1070
1236 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)))
1237 {
1238 return; 1072 return;
1239 }
1240 } 1073 }
1074
1241 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1077 op->enemy = NULL;
1244} 1078}
1245 1079
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &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))));
1333 else 1167 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1172 }
1173
1367 /* philosophy: 1174 /* philosophy:
1368 * 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
1369 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1371 * 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
1372 * example. 1179 * example.
1373 * 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
1374 * 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
1375 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1801 if (!dir) 1608 if (!dir)
1802 { 1609 {
1803 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!");
1804 return 0; 1611 return 0;
1805 } 1612 }
1613
1806 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1808 else 1616 else
1809 { 1617 {
1810 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1818 { 1626 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1628 return 0;
1821 } 1629 }
1822 } 1630 }
1631
1823 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1824 { 1633 {
1825 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);
1826 return 0; 1635 return 0;
1827 } 1636 }
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830 1639
1831 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1834 if (bowspeed < 1) 1644 if (bowspeed < 1)
1835 bowspeed = 1; 1645 bowspeed = 1;
1836 1646
1837 if (arrow == NULL) 1647 if (arrow == NULL)
1838 { 1648 {
1844 else 1654 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1846 return 0; 1656 return 0;
1847 } 1657 }
1848 } 1658 }
1659
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1662 return 0;
1853 } 1663
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1665 {
1856 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.");
1857 return 0; 1667 return 0;
1858 } 1668 }
1864 return 0; 1674 return 0;
1865 } 1675 }
1866 1676
1867 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1679 if (!arrow)
1870 { 1680 {
1871 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);
1872 return 0; 1682 return 0;
1873 } 1683 }
1684
1874 arrow->set_owner (op); 1685 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1687 arrow->direction = dir;
1878 arrow->x = sx;
1879 arrow->y = sy;
1880 1688
1881 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1882 { 1690 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op); 1692 op->update_stats ();
1885 } 1693 }
1886 1694
1887 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1899 1707
1900 /* update the speed */ 1708 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 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;
1903 1711
1904 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1908 1714
1909 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1910 { 1716 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1921 } 1727 }
1922 1728
1923 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1924 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1925 1731
1926 if (bow->slaying != NULL) 1732 if (bow->slaying)
1927 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1928 1734
1929 arrow->map = m;
1930 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1737
1933 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);
1934 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1935 1740
1936 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1742 move_arrow (arrow);
1938 1743
1939 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1965 } 1770 }
1966 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)
1967 { 1772 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1774 wcmod = -1;
1775
1970 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);
1971 } 1777 }
1972 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1973 { 1779 {
1974 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);
2044 1850
2045 if (item->arch) 1851 if (item->arch)
2046 { 1852 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2049 item->speed = 0; 1855 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1856 }
1857
2052 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1860 }
2055 } 1861 }
2056 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1863 drain_rod_charge (item);
2059 }
2060 } 1864 }
2061} 1865}
2062 1866
2063/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2064 */ 1868 */
2207 * 0 otherwise 2011 * 0 otherwise
2208 */ 2012 */
2209static int 2013static int
2210player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2211{ 2015{
2212
2213 /* 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,
2214 * 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 -
2215 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2216 */ 2019 */
2217 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2255 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2259 */ 2062 */
2260
2261void 2063void
2262move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2263{ 2065{
2264 object *tmp, *mon; 2066 object *tmp, *mon;
2265 sint16 nx, ny; 2067 sint16 nx, ny;
2267 maptile *m; 2069 maptile *m;
2268 2070
2269 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2271 2073
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2273 2075
2274 /* 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
2275 * 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
2276 * 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
2277 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2289 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2290 } 2092 }
2291 else 2093 else
2292 m = op->map; 2094 m = op->map;
2293 2095
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2295 { 2097 {
2296 /* 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"); */
2297 return; 2099 return;
2298 } 2100 }
2299 2101
2300 mon = NULL; 2102 mon = 0;
2301 /* 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
2302 * 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.
2303 * 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
2304 * on the space 2106 * on the space
2305 */ 2107 */
2306 while (tmp != NULL) 2108 while (tmp)
2307 { 2109 {
2308 if (tmp == op) 2110 if (tmp == op)
2309 { 2111 {
2310 tmp = tmp->above; 2112 tmp = tmp->above;
2311 continue; 2113 continue;
2321 mon = tmp; 2123 mon = tmp;
2322 2124
2323 tmp = tmp->above; 2125 tmp = tmp->above;
2324 } 2126 }
2325 2127
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2129 return; /* into a wall */
2328 2130
2329 if (mon->head != NULL) 2131 if (mon->head)
2330 mon = mon->head; 2132 mon = mon->head;
2331 2133
2332 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))
2333 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2334 return; 2136 return;
2371 * attack them either. 2173 * attack them either.
2372 */ 2174 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2374 (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)) && (
2375#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2376 (op->contr->peaceful 2178 (op->contr->peaceful
2377 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2378 && mon->contr-> 2180 && mon->contr->
2379 peaceful)) && 2181 peaceful)) &&
2380#else 2182#else
2381 op->contr->peaceful && 2183 op->contr->peaceful &&
2382#endif 2184#endif
2383 !on_battleground)) 2185 !on_battleground))
2384 { 2186 {
2385 if (!op->contr->braced) 2187 if (!op->contr->braced)
2386 { 2188 {
2387 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);
2388 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2389 } 2191 }
2390 else 2192 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2194
2394 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2196 make_visible (op);
2396 } 2197 }
2397 2198
2398 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2427 2228
2428 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 */
2429 } 2230 }
2430 2231
2431 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2432 2233
2433 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2436 * the wiz. 2237 * the wiz.
2438 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))
2439 { 2240 {
2440 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2441 2242
2442 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2445 } 2246 }
2247
2446 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2447 make_visible (op); 2249 make_visible (op);
2448 } 2250 }
2449 } /* if player should attack something */ 2251 } /* if player should attack something */
2450} 2252}
2485 2287
2486 /* 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
2487 * server can handle repeat firing. 2289 * server can handle repeat firing.
2488 */ 2290 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2292 op->direction = dir;
2492 }
2493 else 2293 else
2494 {
2495 op->direction = 0; 2294 op->direction = 0;
2496 } 2295
2497 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2298 * for players.
2500 */ 2299 */
2501 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2553 2352
2554 /* 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
2555 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2355 * called, so we recheck it here.
2557 */ 2356 */
2558 op->contr->socket->handle_command (); 2357 op->contr->ns->handle_command ();
2358
2559 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2560 return 0; 2360 return 0;
2561 2361
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 { 2363 {
2600 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2601 2401
2602 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2603 op->stats.food = 999; 2403 op->stats.food = 999;
2604 2404
2605 fix_player (op); 2405 op->update_stats ();
2606 return 1; 2406 return 1;
2607 } 2407 }
2608 2408
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2622{ 2422{
2623 object *next; 2423 object *next;
2624 2424
2625 while (op) 2425 while (op)
2626 { 2426 {
2627 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' */
2628 * we remove object 'op' 2428
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2430 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2638 } 2435 }
2639 else if (op->inv) 2436 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2641 2438
2642 op = next; 2439 op = next;
2643 } 2440 }
2644} 2441}
2645
2646 2442
2647/* 2443/*
2648 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2481 strcat (buf2, buf);
2686 2482
2687 return buf2; 2483 return buf2;
2688} 2484}
2689
2690
2691 2485
2692void 2486void
2693do_some_living (object *op) 2487do_some_living (object *op)
2694{ 2488{
2695 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2704 const int max_grace = 1; 2498 const int max_grace = 1;
2705 2499
2706 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2707 { 2501 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 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)
2710 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2505 }
2712 2506
2713 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2714 { 2508 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2513 else
2721 { 2514 {
2722 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2517 }
2518
2725 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2521 else
2728 { 2522 {
2729 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2525 }
2526
2732 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2529 else
2735 { 2530 {
2736 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2752 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2753 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))
2754 op->stats.food = last_food; 2549 op->stats.food = last_food;
2755 } 2550 }
2756 } 2551 }
2552
2757 if (max_sp > 1) 2553 if (max_sp > 1)
2758 { 2554 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2556 if (over_sp > 0)
2761 { 2557 {
2762 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2763 { 2559 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2765 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))
2766 op->stats.sp--; 2563 op->stats.sp--;
2564
2767 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2769 } 2567 }
2770 op->last_sp = 0; 2568 op->last_sp = 0;
2771 } 2569 }
2772 else 2570 else
2773 {
2774 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);
2775 }
2776 } 2572 }
2777 else 2573 else
2778 {
2779 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);
2780 }
2781 } 2575 }
2782 2576
2783 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2784 /* 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. */
2785 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2786 { 2580 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2789 if (max_grace > 1) 2584 if (max_grace > 1)
2790 { 2585 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2587 if (over_grace > 0)
2793 { 2588 {
2821 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2822 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))
2823 op->stats.food = last_food; 2618 op->stats.food = last_food;
2824 } 2619 }
2825 } 2620 }
2621
2826 if (max_hp > 1) 2622 if (max_hp > 1)
2827 { 2623 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2625 if (over_hp > 0)
2830 { 2626 {
2854 2650
2855 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2856 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);
2857 else 2653 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2859 /* dms do not consume food */ 2656 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2658 op->stats.food--;
2862 } 2659 }
2863 }
2864 2660
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2662 {
2867 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2868 2664
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 { 2666 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2875 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.");
2876 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2674 break;
2879 } 2675 }
2880 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2881 flesh = tmp; 2677 flesh = tmp;
2882 } /* End if paid for object */ 2678 } /* End if paid for object */
2883 } /* end of for loop */ 2679 } /* end of for loop */
2680
2884 /* 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
2885 * eat flesh instead. 2682 * eat flesh instead.
2886 */ 2683 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2685 {
2889 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.");
2890 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2891 } 2688 }
2892 } /* end if player is starving */ 2689 }
2893 2690
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2896 2693
2897 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))
2898 kill_player (op); 2695 kill_player (op);
2696 }
2899} 2697}
2900
2901
2902 2698
2903/* 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.
2904 * 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
2905 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2702 * file.
2936 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!");
2937 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...");
2938 2734
2939 /* restore player */ 2735 /* restore player */
2940 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2738 {
2944 tmp->destroy (); 2739 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2741 }
2947 2742
2948 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2745 {
2952 tmp->destroy (); 2746 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2748 }
2955 2749
2957 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2753 op->stats.food = 999;
2960 2754
2961 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2757 {
2965 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2966 tmp->name = buf; 2759 tmp->name = buf;
2967 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2968 " 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",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970 tmp->msg = buf; 2763 tmp->msg = buf;
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2973 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2767 }
2976 2768
2977 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2771 op->contr->braced = 0;
3005 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3006 return; 2798 return;
3007 } 2799 }
3008 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3009 } 2801 }
2802
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 2804
3012 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3013 x = op->x; 2806 x = op->x;
3014 y = op->y; 2807 y = op->y;
3015 map = op->map; 2808 map = op->map;
3016 2809
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * 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.
3022 * 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.
3023 */ 2813 */
3024 2814
3025 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2817 * of death.
3028 */ 2818 */
3029#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3031 { 2821 {
3032 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3033 /* 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
3034 more if they do. */ 2824 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2827 little bit harder. */
3038 /* GD */ 2828 /* GD */
3039 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2830 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2831 else
3045 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3046 num_stats_lose = 1; 2835 num_stats_lose = 1;
3047 } 2836
3048 lost_a_stat = 0; 2837 lost_a_stat = 0;
3049 2838
3050 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3051 { 2840 {
3052 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3053 2842
3054 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3055 { 2844 {
3056 /* 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
3057 * what he lost. 2846 * what he lost.
3058 */ 2847 */
3059 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 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);
3065 } 2866 }
3066 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3067 { 2869 {
3068 /* deplete a stat */ 2870 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3070 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3071 2873 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2874 {
3075 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3077 } 2877
3078 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 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)
3085 { 2884 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2885 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2887 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2888 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2889 else
3120 if (this_stat >= -50)
3121 { 2890 {
3122 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 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"); */
3127 } 2896 }
3128 } 2897 }
3129 } 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 }
3130 } 2917 }
2918 }
2919 }
3131 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2921 if (!lost_a_stat)
3133 { 2922 {
3134 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3137 2926
3138 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3139 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);
3140 else 2929 else
3141 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.");
3142 } 2931 }
3143#else 2932#else
3144 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.");
3145#endif 2934#endif
3146 2935
3147 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2937 * exp loss on the stone.
3149 */ 2938 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2941 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3155 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);
3156 tmp->msg = buf; 2945 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2948
3160 /**************************************/ 2949 /**************************************/
3161 /* */ 2950 /* */
3162 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3165 /* */ 2954 /* */
3166 /**************************************/ 2955 /**************************************/
3167 2956
3168 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2958 /* restore player */
3170 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
3172 2961
3173 if (tmp) 2962 if (tmp)
3174 { 2963 {
3175 tmp->destroy (); 2964 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2966 }
3178 2967
3179 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2970 if (tmp)
3182 { 2971 {
3183 tmp->destroy (); 2972 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2974 }
3186 2975
3187 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3188 2977
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3192 op->stats.food = 900; 2981 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2985
3197 /* 2986 /*
3198 * 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
3199 * 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
3200 * in the map. 2989 * in the map.
3201 */ 2990 */
3202 2991
3203 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3205 2994
3206 /****************************************/ 2995 /****************************************/
3207 /* */ 2996 /* */
3208 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3210 /* */ 2999 /* */
3211 /****************************************/ 3000 /****************************************/
3212 3001
3213 enter_player_savebed (op); 3002 enter_player_savebed (op);
3214 3003
3215 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3216 * chance of abuse. 3005 * chance of abuse.
3217 */ 3006 */
3218 op->contr->braced = 0; 3007 op->contr->braced = 0;
3219 save_player (op, 1); 3008 op->contr->save ();
3220 3009
3221 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 3013 * on the space that might harm the player.
3225 */ 3014 */
3226 will_kill_again = 0; 3015 will_kill_again = 0;
3227 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)
3228 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3230 3019
3231 if (will_kill_again) 3020 if (will_kill_again)
3232 { 3021 {
3233 object *force; 3022 object *force;
3234 int at; 3023 int at;
3235 3024
3236 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 3027 force->speed = 0.1;
3239 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3240 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 3032 force->resist[at] = 100;
3244 3033
3245 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3246 fix_player (op); 3035 op->update_stats ();
3247 3036
3248 } 3037 }
3249 3038
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 3040}
3319
3320 3041
3321void 3042void
3322loot_object (object *op) 3043loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3325 3046
3326 if (op->container) 3047 if (op->container)
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3329 }
3330 3049
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3332 { 3051 {
3333 next = tmp->below; 3052 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3335 continue; 3055 continue;
3056
3336 tmp->remove (); 3057 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3338 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 3060 { /* empty container to ground */
3340 loot_object (tmp); 3061 loot_object (tmp);
3362 */ 3083 */
3363 3084
3364void 3085void
3365fix_weight (void) 3086fix_weight (void)
3366{ 3087{
3367 player *pl; 3088 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 3089 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 3091
3373 if (old == sum) 3092 if (old == sum)
3374 continue; 3093 continue;
3375 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3376 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);
3377 } 3096 }
3378} 3097}
3379 3098
3380void 3099void
3381fix_luck (void) 3100fix_luck (void)
3382{ 3101{
3383 player *pl; 3102 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3388} 3105}
3389
3390 3106
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3394 */ 3110 */
3395
3396void 3111void
3397cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3398{ 3113{
3399 object *skop, *spob; 3114 object *skop, *spob;
3400 3115
3445 object *tmp = NULL; 3160 object *tmp = NULL;
3446 3161
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1; 3163 return 1;
3449 3164
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3165 return 0;
3456} 3166}
3457 3167
3458/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3574 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3575 continue; 3285 continue;
3576 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)))
3577 continue; 3287 continue;
3578 3288
3579 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)
3580 { 3290 {
3581 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))
3582 return 1; 3292 return 1;
3583 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3584 { 3294 {
3614 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3615 { 3325 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3327 return -1;
3618 } 3328 }
3329
3619 if (!pl || !op) 3330 if (!pl || !op)
3620 return 0; 3331 return 0;
3621 3332
3622 if (op->head)
3623 {
3624 op = op->head; 3333 op = op->head_ ();
3625 } 3334
3626 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3627 3336
3628 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3338 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3638 3347
3639 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3640 * 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
3641 * for any meaningful values. 3350 * for any meaningful values.
3642 */ 3351 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !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)])
3646 return 1; 3355 return 1;
3647 op = op->more; 3356 op = op->more;
3648 } 3357 }
3649 return 0; 3358 return 0;
3650} 3359}
3760 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3761 return; 3470 return;
3762 3471
3763 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++);
3764 3473
3765 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3766 { 3475 {
3767 /* 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]); */
3768 return; 3477 return;
3769 } 3478 }
3770 3479
3836 { 3545 {
3837 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3547 object *skin;
3839 3548
3840 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3841 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
3842 if (skin == NULL) 3554 if (!skin)
3843 return; 3555 return;
3844 3556
3845 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3559 {

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