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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 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
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273 331
274 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
277 * at zero. 335 * at zero.
278 */ 336 */
279 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 339
285 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 341 last_resist[i] = -1;
287 342
288 p->last_stats.exp = -1; 343 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 345}
296 346
297/* This loads the first map an puts the player on it. */ 347void
298static void 348player::do_destroy ()
299set_first_map (object *op)
300{ 349{
301 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, NULL);
305}
306 351
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
307/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
309 * mode. 392 * mode.
310 */ 393 */
311 394player *
312int 395player::create ()
313add_player (client *ns)
314{ 396{
315 player *p = new player; 397 player *pl = new player;
316 398
317 p->socket = ns; 399 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 400 set_first_map (pl->ob);
326 401
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 402 return pl;
335} 403}
336 404
337/* 405/*
338 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
348 { 416 {
349 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
350 at = first_archetype; 418 at = first_archetype;
351 else 419 else
352 at = at->next; 420 at = at->next;
421
353 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
354 return at; 423 return at;
424
355 if (at == start) 425 if (at == start)
356 { 426 {
357 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 428 exit (-1);
359 } 429 }
360 } 430 }
361} 431}
362 432
363
364object * 433object *
365get_nearest_player (object *mon) 434get_nearest_player (object *mon)
366{ 435{
367 object *op = NULL; 436 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 437 objectlink *ol;
370 unsigned lastdist; 438 unsigned lastdist;
371 rv_vector rv; 439 rv_vector rv;
372 440
373 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)
405 { 473 {
406 op = ol->ob; 474 op = ol->ob;
407 lastdist = rv.distance; 475 lastdist = rv.distance;
408 } 476 }
409 } 477 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 478
411 { 479 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
416 { 482 {
417 op = pl->ob; 483 op = pl->ob;
418 lastdist = rv.distance; 484 lastdist = rv.distance;
419 } 485 }
420 } 486
421 }
422#if 0 487#if 0
423 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)");
424#endif 489#endif
425 return op; 490 return op;
426} 491}
444 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
445 * 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
446 * is probably not a good thing. 511 * is probably not a good thing.
447 */ 512 */
448#define MAX_SPACES 50 513#define MAX_SPACES 50
449
450 514
451/* 515/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * 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
454 * 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
693 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
694 link_player_skills (pl); 758 link_player_skills (pl);
695} 759}
696 760
697void 761void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
782{ 763{
783 if (party == NULL) 764 if (party == NULL)
784 { 765 {
785 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);
786 return; 767 return;
787 } 768 }
769
788 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
791 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:");
792} 774}
793
794 775
795/* 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. */
796int 777static int
797roll_stat (void) 778roll_stat (void)
798{ 779{
799 int a[4], i, j, k; 780 int a[4], i, j, k;
800 781
801 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
804 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 786 if (a[i] < k)
806 k = a[i], j = i; 787 k = a[i], j = i;
807 788
808 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 790 if (i != j)
811 k += a[i]; 791 k += a[i];
812 } 792
813 return k; 793 return k;
814} 794}
815 795
816void 796void
817roll_stats (object *op) 797object::roll_stats ()
818{ 798{
819 int sum = 0;
820 int i = 0, j = 0;
821 int statsort[7]; 799 int statsort [7];
822 800
823 do 801 for (;;)
824 {
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 } 802 {
834 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
835 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
836 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 813
845 /* a quick and dirty bubblesort? */
846 do
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861
862 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
863 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
864 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
865 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
866 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
869 821
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 822 stats.exp = 0;
881 op->stats.ac = 0; 823 stats.ac = 0;
882 824
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
890 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
891 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
892} 837}
893 838
894void 839void
895Roll_Again (object *op) 840object::swap_stats (int a, int b)
896{ 841{
897 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
899 "[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);
900}
901 845
902void 846 stats.Str = contr->orig_stats.Str;
903Swap_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)
904{ 878{
905 signed char tmp;
906 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
907 880
908 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 885}
1023 886
1024/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1028 * not the class. 891 * not the class.
1029 */ 892 */
1030
1031int 893int
1032key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1033{ 895{
1034 int tmp_loop; 896 int tmp_loop;
1035 897
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1043 { 899 {
1044 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1045 901
1046 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1051 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1052 908
1053 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1055 911
1056 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1057 913
1058 if (op->msg) 914 if (op->msg)
1059 op->msg = NULL; 915 op->msg = NULL;
1060 916
1061 /* 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
1070 start_info (op); 926 start_info (op);
1071 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1073 link_player_skills (op); 929 link_player_skills (op);
1074 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1075 fix_player (op); 931 op->update_stats ();
1076 932
1077 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1078 * is one for this race 934 * is one for this race
1079 */ 935 */
1080 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1081 { 937 {
1082 object *tmp; 938 object *tmp;
1083 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1084 940
1085 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);
1086 tmp = object::create (); 942 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1089 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1090 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;
1091 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1092 * default initial map */ 948 * default initial map */
1093 tmp->destroy (); 949 tmp->destroy ();
1094 } 950 }
1095 else 951 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 953
1099 return 0; 954 return 0;
1100 } 955 }
1101 956
1102 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1107 while (!tmp_loop) 962 while (!tmp_loop)
1108 { 963 {
1109 shstr name = op->name; 964 shstr name = op->name;
1110 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1111 966
1112 remove_statbonus (op); 967 op->remove_statbonus ();
1113 op->remove (); 968 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1116 op->instantiate (); 971 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1119 op->x = x; 974 op->x = x;
1120 op->y = y; 975 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 979 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1126 } 981 }
1127 982
1128 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 985 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 988 op->stats.grace = 0;
1134 989
1135 if (op->msg) 990 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 992
1138 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");
1139 return 0; 994 return 0;
1140} 995}
1141 996
1142int 997int
1143key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1144{ 999{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 1001 {
1149 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 1004 return 1;
1152 } 1005 }
1153 1006
1154 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1156 1009
1010 op->contr->enable_save = false;
1011
1157 terminate_all_pets (op); 1012 terminate_all_pets (op);
1158 leave_map (op); 1013 op->remove ();
1159 op->direction = 0; 1014 op->direction = 0;
1160 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);
1161 1016
1162 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1163 check_score (op); 1018 check_score (op);
1164 op->contr->party = NULL; 1019 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1167 1022
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1; 1023 return 1;
1189} 1024}
1190 1025
1191void 1026void
1192flee_player (object *op) 1027flee_player (object *op)
1223 { 1058 {
1224 op->enemy = NULL; 1059 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1061 return;
1227 } 1062 }
1063
1228 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1229 1065
1230 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1232 { 1068 {
1233 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1234 1070
1235 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)))
1236 {
1237 return; 1072 return;
1238 }
1239 } 1073 }
1074
1240 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1077 op->enemy = NULL;
1243} 1078}
1244 1079
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1167 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1172 }
1173
1366 /* philosophy: 1174 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1179 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1800 if (!dir) 1608 if (!dir)
1801 { 1609 {
1802 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!");
1803 return 0; 1611 return 0;
1804 } 1612 }
1613
1805 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1807 else 1616 else
1808 { 1617 {
1809 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1817 { 1626 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1628 return 0;
1820 } 1629 }
1821 } 1630 }
1631
1822 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1823 { 1633 {
1824 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);
1825 return 0; 1635 return 0;
1826 } 1636 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1639
1830 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1833 if (bowspeed < 1) 1644 if (bowspeed < 1)
1834 bowspeed = 1; 1645 bowspeed = 1;
1835 1646
1836 if (arrow == NULL) 1647 if (arrow == NULL)
1837 { 1648 {
1843 else 1654 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1845 return 0; 1656 return 0;
1846 } 1657 }
1847 } 1658 }
1659
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1662 return 0;
1852 } 1663
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1665 {
1855 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.");
1856 return 0; 1667 return 0;
1857 } 1668 }
1863 return 0; 1674 return 0;
1864 } 1675 }
1865 1676
1866 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1679 if (!arrow)
1869 { 1680 {
1870 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);
1871 return 0; 1682 return 0;
1872 } 1683 }
1684
1873 arrow->set_owner (op); 1685 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1687 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1688
1880 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1881 { 1690 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1692 op->update_stats ();
1884 } 1693 }
1885 1694
1886 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1898 1707
1899 /* update the speed */ 1708 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 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;
1902 1711
1903 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1907 1714
1908 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1909 { 1716 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1920 } 1727 }
1921 1728
1922 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1923 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1924 1731
1925 if (bow->slaying != NULL) 1732 if (bow->slaying)
1926 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1927 1734
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1737
1932 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);
1933 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1934 1740
1935 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1742 move_arrow (arrow);
1937 1743
1938 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1964 } 1770 }
1965 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)
1966 { 1772 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1774 wcmod = -1;
1775
1969 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);
1970 } 1777 }
1971 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1972 { 1779 {
1973 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);
2043 1850
2044 if (item->arch) 1851 if (item->arch)
2045 { 1852 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2048 item->speed = 0; 1855 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1856 }
1857
2051 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1860 }
2054 } 1861 }
2055 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1863 drain_rod_charge (item);
2058 }
2059 } 1864 }
2060} 1865}
2061 1866
2062/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2063 */ 1868 */
2206 * 0 otherwise 2011 * 0 otherwise
2207 */ 2012 */
2208static int 2013static int
2209player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2210{ 2015{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2215 */ 2019 */
2216 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2254 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2258 */ 2062 */
2259
2260void 2063void
2261move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2262{ 2065{
2263 object *tmp, *mon; 2066 object *tmp, *mon;
2264 sint16 nx, ny; 2067 sint16 nx, ny;
2266 maptile *m; 2069 maptile *m;
2267 2070
2268 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2270 2073
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2272 2075
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2288 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2289 } 2092 }
2290 else 2093 else
2291 m = op->map; 2094 m = op->map;
2292 2095
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2294 { 2097 {
2295 /* 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"); */
2296 return; 2099 return;
2297 } 2100 }
2298 2101
2299 mon = NULL; 2102 mon = 0;
2300 /* 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
2301 * 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.
2302 * 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
2303 * on the space 2106 * on the space
2304 */ 2107 */
2305 while (tmp != NULL) 2108 while (tmp)
2306 { 2109 {
2307 if (tmp == op) 2110 if (tmp == op)
2308 { 2111 {
2309 tmp = tmp->above; 2112 tmp = tmp->above;
2310 continue; 2113 continue;
2320 mon = tmp; 2123 mon = tmp;
2321 2124
2322 tmp = tmp->above; 2125 tmp = tmp->above;
2323 } 2126 }
2324 2127
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2129 return; /* into a wall */
2327 2130
2328 if (mon->head != NULL) 2131 if (mon->head)
2329 mon = mon->head; 2132 mon = mon->head;
2330 2133
2331 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))
2332 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2333 return; 2136 return;
2370 * attack them either. 2173 * attack them either.
2371 */ 2174 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (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)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2178 (op->contr->peaceful
2376 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2377 && mon->contr-> 2180 && mon->contr->
2378 peaceful)) && 2181 peaceful)) &&
2379#else 2182#else
2380 op->contr->peaceful && 2183 op->contr->peaceful &&
2381#endif 2184#endif
2382 !on_battleground)) 2185 !on_battleground))
2383 { 2186 {
2384 if (!op->contr->braced) 2187 if (!op->contr->braced)
2385 { 2188 {
2386 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);
2387 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2388 } 2191 }
2389 else 2192 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2194
2393 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2196 make_visible (op);
2395 } 2197 }
2396 2198
2397 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2228
2427 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 */
2428 } 2230 }
2429 2231
2430 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2431 2233
2432 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2237 * the wiz.
2437 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))
2438 { 2240 {
2439 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2440 2242
2441 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2444 } 2246 }
2247
2445 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2446 make_visible (op); 2249 make_visible (op);
2447 } 2250 }
2448 } /* if player should attack something */ 2251 } /* if player should attack something */
2449} 2252}
2484 2287
2485 /* 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
2486 * server can handle repeat firing. 2289 * server can handle repeat firing.
2487 */ 2290 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2292 op->direction = dir;
2491 }
2492 else 2293 else
2493 {
2494 op->direction = 0; 2294 op->direction = 0;
2495 } 2295
2496 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2298 * for players.
2499 */ 2299 */
2500 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2552 2352
2553 /* 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
2554 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2355 * called, so we recheck it here.
2556 */ 2356 */
2557 op->contr->socket->handle_command (); 2357 op->contr->ns->handle_command ();
2358
2558 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2559 return 0; 2360 return 0;
2560 2361
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2363 {
2599 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2600 2401
2601 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2602 op->stats.food = 999; 2403 op->stats.food = 999;
2603 2404
2604 fix_player (op); 2405 op->update_stats ();
2605 return 1; 2406 return 1;
2606 } 2407 }
2607 2408
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621{ 2422{
2622 object *next; 2423 object *next;
2623 2424
2624 while (op) 2425 while (op)
2625 { 2426 {
2626 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' */
2627 * we remove object 'op' 2428
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2430 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2637 } 2435 }
2638 else if (op->inv) 2436 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2640 2438
2641 op = next; 2439 op = next;
2642 } 2440 }
2643} 2441}
2644
2645 2442
2646/* 2443/*
2647 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2481 strcat (buf2, buf);
2685 2482
2686 return buf2; 2483 return buf2;
2687} 2484}
2688
2689
2690 2485
2691void 2486void
2692do_some_living (object *op) 2487do_some_living (object *op)
2693{ 2488{
2694 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2703 const int max_grace = 1; 2498 const int max_grace = 1;
2704 2499
2705 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2706 { 2501 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 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)
2709 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2710 } 2505 }
2711 2506
2712 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2713 { 2508 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2513 else
2720 { 2514 {
2721 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2517 }
2518
2724 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2521 else
2727 { 2522 {
2728 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2525 }
2526
2731 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2529 else
2734 { 2530 {
2735 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2751 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2752 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))
2753 op->stats.food = last_food; 2549 op->stats.food = last_food;
2754 } 2550 }
2755 } 2551 }
2552
2756 if (max_sp > 1) 2553 if (max_sp > 1)
2757 { 2554 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2556 if (over_sp > 0)
2760 { 2557 {
2761 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2762 { 2559 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2764 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))
2765 op->stats.sp--; 2563 op->stats.sp--;
2564
2766 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2768 } 2567 }
2769 op->last_sp = 0; 2568 op->last_sp = 0;
2770 } 2569 }
2771 else 2570 else
2772 {
2773 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);
2774 }
2775 } 2572 }
2776 else 2573 else
2777 {
2778 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);
2779 }
2780 } 2575 }
2781 2576
2782 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2783 /* 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. */
2784 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2785 { 2580 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2788 if (max_grace > 1) 2584 if (max_grace > 1)
2789 { 2585 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2587 if (over_grace > 0)
2792 { 2588 {
2820 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2821 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))
2822 op->stats.food = last_food; 2618 op->stats.food = last_food;
2823 } 2619 }
2824 } 2620 }
2621
2825 if (max_hp > 1) 2622 if (max_hp > 1)
2826 { 2623 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2625 if (over_hp > 0)
2829 { 2626 {
2853 2650
2854 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2855 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);
2856 else 2653 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2858 /* dms do not consume food */ 2656 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2658 op->stats.food--;
2861 } 2659 }
2862 }
2863 2660
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2662 {
2866 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2867 2664
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2666 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2874 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.");
2875 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2674 break;
2878 } 2675 }
2879 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2880 flesh = tmp; 2677 flesh = tmp;
2881 } /* End if paid for object */ 2678 } /* End if paid for object */
2882 } /* end of for loop */ 2679 } /* end of for loop */
2680
2883 /* 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
2884 * eat flesh instead. 2682 * eat flesh instead.
2885 */ 2683 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2685 {
2888 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.");
2889 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2890 } 2688 }
2891 } /* end if player is starving */ 2689 }
2892 2690
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2895 2693
2896 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))
2897 kill_player (op); 2695 kill_player (op);
2696 }
2898} 2697}
2899
2900
2901 2698
2902/* 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.
2903 * 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
2904 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2702 * file.
2935 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!");
2936 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...");
2937 2734
2938 /* restore player */ 2735 /* restore player */
2939 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2738 {
2943 tmp->destroy (); 2739 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2741 }
2946 2742
2947 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2745 {
2951 tmp->destroy (); 2746 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2748 }
2954 2749
2956 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2753 op->stats.food = 999;
2959 2754
2960 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2757 {
2964 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2759 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2967 " 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",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2763 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2972 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2767 }
2975 2768
2976 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2771 op->contr->braced = 0;
3004 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3005 return; 2798 return;
3006 } 2799 }
3007 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3008 } 2801 }
2802
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2804
3011 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3012 x = op->x; 2806 x = op->x;
3013 y = op->y; 2807 y = op->y;
3014 map = op->map; 2808 map = op->map;
3015 2809
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * 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.
3021 * 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.
3022 */ 2813 */
3023 2814
3024 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2817 * of death.
3027 */ 2818 */
3028#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3030 { 2821 {
3031 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3032 /* 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
3033 more if they do. */ 2824 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2827 little bit harder. */
3037 /* GD */ 2828 /* GD */
3038 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2830 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2831 else
3044 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3045 num_stats_lose = 1; 2835 num_stats_lose = 1;
3046 } 2836
3047 lost_a_stat = 0; 2837 lost_a_stat = 0;
3048 2838
3049 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3050 { 2840 {
3051 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3052 2842
3053 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3054 { 2844 {
3055 /* 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
3056 * what he lost. 2846 * what he lost.
3057 */ 2847 */
3058 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 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);
3064 } 2866 }
3065 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3066 { 2869 {
3067 /* deplete a stat */ 2870 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3069 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3070 2873 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2874 {
3074 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3076 } 2877
3077 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 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)
3084 { 2884 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2885 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2887 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2888 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2889 else
3119 if (this_stat >= -50)
3120 { 2890 {
3121 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 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"); */
3126 } 2896 }
3127 } 2897 }
3128 } 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 }
3129 } 2917 }
2918 }
2919 }
3130 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2921 if (!lost_a_stat)
3132 { 2922 {
3133 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3136 2926
3137 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3138 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);
3139 else 2929 else
3140 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.");
3141 } 2931 }
3142#else 2932#else
3143 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.");
3144#endif 2934#endif
3145 2935
3146 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2937 * exp loss on the stone.
3148 */ 2938 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2941 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3154 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);
3155 tmp->msg = buf; 2945 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2948
3159 /**************************************/ 2949 /**************************************/
3160 /* */ 2950 /* */
3161 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3164 /* */ 2954 /* */
3165 /**************************************/ 2955 /**************************************/
3166 2956
3167 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2958 /* restore player */
3169 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
3171 2961
3172 if (tmp) 2962 if (tmp)
3173 { 2963 {
3174 tmp->destroy (); 2964 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2966 }
3177 2967
3178 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2970 if (tmp)
3181 { 2971 {
3182 tmp->destroy (); 2972 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2974 }
3185 2975
3186 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3187 2977
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3191 op->stats.food = 900; 2981 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2985
3196 /* 2986 /*
3197 * 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
3198 * 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
3199 * in the map. 2989 * in the map.
3200 */ 2990 */
3201 2991
3202 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3204 2994
3205 /****************************************/ 2995 /****************************************/
3206 /* */ 2996 /* */
3207 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3209 /* */ 2999 /* */
3210 /****************************************/ 3000 /****************************************/
3211 3001
3212 enter_player_savebed (op); 3002 enter_player_savebed (op);
3213 3003
3214 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3215 * chance of abuse. 3005 * chance of abuse.
3216 */ 3006 */
3217 op->contr->braced = 0; 3007 op->contr->braced = 0;
3218 save_player (op, 1); 3008 op->contr->save ();
3219 3009
3220 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 3013 * on the space that might harm the player.
3224 */ 3014 */
3225 will_kill_again = 0; 3015 will_kill_again = 0;
3226 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)
3227 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3229 3019
3230 if (will_kill_again) 3020 if (will_kill_again)
3231 { 3021 {
3232 object *force; 3022 object *force;
3233 int at; 3023 int at;
3234 3024
3235 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 3027 force->speed = 0.1;
3238 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3239 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 3032 force->resist[at] = 100;
3243 3033
3244 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3245 fix_player (op); 3035 op->update_stats ();
3246 3036
3247 } 3037 }
3248 3038
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 3040}
3318
3319 3041
3320void 3042void
3321loot_object (object *op) 3043loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3324 3046
3325 if (op->container) 3047 if (op->container)
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3328 }
3329 3049
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3331 { 3051 {
3332 next = tmp->below; 3052 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3334 continue; 3055 continue;
3056
3335 tmp->remove (); 3057 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3337 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 3060 { /* empty container to ground */
3339 loot_object (tmp); 3061 loot_object (tmp);
3361 */ 3083 */
3362 3084
3363void 3085void
3364fix_weight (void) 3086fix_weight (void)
3365{ 3087{
3366 player *pl; 3088 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 3089 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 3091
3372 if (old == sum) 3092 if (old == sum)
3373 continue; 3093 continue;
3374 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3375 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);
3376 } 3096 }
3377} 3097}
3378 3098
3379void 3099void
3380fix_luck (void) 3100fix_luck (void)
3381{ 3101{
3382 player *pl; 3102 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3387} 3105}
3388
3389 3106
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3393 */ 3110 */
3394
3395void 3111void
3396cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3397{ 3113{
3398 object *skop, *spob; 3114 object *skop, *spob;
3399 3115
3444 object *tmp = NULL; 3160 object *tmp = NULL;
3445 3161
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3163 return 1;
3448 3164
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3165 return 0;
3455} 3166}
3456 3167
3457/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3573 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3574 continue; 3285 continue;
3575 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)))
3576 continue; 3287 continue;
3577 3288
3578 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)
3579 { 3290 {
3580 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))
3581 return 1; 3292 return 1;
3582 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3583 { 3294 {
3613 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3614 { 3325 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3327 return -1;
3617 } 3328 }
3329
3618 if (!pl || !op) 3330 if (!pl || !op)
3619 return 0; 3331 return 0;
3620 3332
3621 if (op->head)
3622 {
3623 op = op->head; 3333 op = op->head_ ();
3624 } 3334
3625 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3626 3336
3627 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3338 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3637 3347
3638 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3639 * 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
3640 * for any meaningful values. 3350 * for any meaningful values.
3641 */ 3351 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !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)])
3645 return 1; 3355 return 1;
3646 op = op->more; 3356 op = op->more;
3647 } 3357 }
3648 return 0; 3358 return 0;
3649} 3359}
3759 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3760 return; 3470 return;
3761 3471
3762 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++);
3763 3473
3764 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3765 { 3475 {
3766 /* 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]); */
3767 return; 3477 return;
3768 } 3478 }
3769 3479
3835 { 3545 {
3836 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3547 object *skin;
3838 3548
3839 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 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
3841 if (skin == NULL) 3554 if (!skin)
3842 return; 3555 return;
3843 3556
3844 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3559 {

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