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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 player *pl;
46 40
47 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 43 return pl;
51 }; 44
52 return NULL; 45 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 46}
80 47
81void 48void
82display_motd (const object *op) 49display_motd (const object *op)
83{ 50{
87 int comp; 54 int comp;
88 int size; 55 int size;
89 56
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 59 return;
94 } 60
95 motd[0] = '\0'; 61 motd[0] = '\0';
96 size = 0; 62 size = 0;
63
97 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
98 { 65 {
99 if (*buf == '#') 66 if (*buf == '#')
100 continue; 67 continue;
68
101 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 70 size += strlen (buf);
103 } 71 }
72
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
106} 75}
107 76
108void 77void
114 int comp; 83 int comp;
115 int size; 84 int size;
116 85
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 88 return;
121 } 89
122 rules[0] = '\0'; 90 rules[0] = '\0';
123 size = 0; 91 size = 0;
92
124 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
125 { 94 {
126 if (*buf == '#') 95 if (*buf == '#')
127 continue; 96 continue;
97
128 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
129 { 99 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 101 break;
132 } 102 }
103
133 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 105 size += strlen (buf);
135 } 106 }
107
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
138} 110}
139 111
140void 112void
148 int size; 120 int size;
149 121
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 124 return;
125
153 news[0] = '\0'; 126 news[0] = '\0';
154 subject[0] = '\0'; 127 subject[0] = '\0';
155 size = 0; 128 size = 0;
129
156 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 131 {
158 if (*buf == '#') 132 if (*buf == '#')
159 continue; 133 continue;
134
160 if (*buf == '%') 135 if (*buf == '%')
161 { /* send one news */ 136 { /* send one news */
162 if (size > 0) 137 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
184} 159}
185 160
186int 161/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 162static void
163set_first_map (object *op)
188{ 164{
189 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 166 op->x = -1;
191 return 0; 167 op->y = -1;
192 168 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 169}
198 170
199/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 173void
202 */ 174player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 175{
213 object *op = arch_to_object (get_player_archetype (NULL)); 176 this->ns = ns;
214 int i; 177 ns->pl = this;
215 178
216 if (!p) 179 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 180 first_player = this;
234 181
235 p->next = NULL; 182 ns->update_look = 0;
236 } 183 ns->look_position = 0;
237 184
238 /* Clears basically the entire player structure except 185 clear_los (ob);
239 * for next and socket. 186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 208 */
241 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
242 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
243 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 274 * we deal with that below this point.
245 */ 275 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 279
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
257 281
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
272 p->last_speed = -1; 283 last_speed = -1;
273 p->shoottype = range_none; 284 shoottype = range_none;
274 p->bowtype = bow_normal; 285 bowtype = bow_normal;
275 p->petmode = pet_normal; 286 petmode = pet_normal;
276 p->listening = 10; 287 listening = 10;
277 p->usekeys = containers; 288 usekeys = containers;
278 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 291 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 292
289 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
292 * at zero. 296 * at zero.
293 */ 297 */
294 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 300
298 }
299 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 302 last_resist[i] = -1;
302 } 303
303 p->last_stats.exp = -1; 304 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 306}
310 307
311/* This loads the first map an puts the player on it. */ 308player::~player ()
312static void
313set_first_map (object *op)
314{ 309{
315 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
321/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
323 * mode. 350 * mode.
324 */ 351 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
330 356
331 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 358
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob);
345
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 359 return pl;
354} 360}
355 361
356/* 362/*
357 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
367 { 373 {
368 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
369 at = first_archetype; 375 at = first_archetype;
370 else 376 else
371 at = at->next; 377 at = at->next;
378
372 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
373 return at; 380 return at;
381
374 if (at == start) 382 if (at == start)
375 { 383 {
376 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 385 exit (-1);
378 } 386 }
379 } 387 }
380} 388}
381
382 389
383object * 390object *
384get_nearest_player (object *mon) 391get_nearest_player (object *mon)
385{ 392{
386 object *op = NULL; 393 object *op = NULL;
463 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 472 * is probably not a good thing.
466 */ 473 */
467#define MAX_SPACES 50 474#define MAX_SPACES 50
468
469 475
470/* 476/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 652 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 653 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 654 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 655 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 656 {
651 remove_ob (op); 657 op->destroy ();
652 free_object (op);
653 continue; 658 continue;
654 } 659 }
655 } 660 }
656 661
657 /* This really needs to be better - we should really give 662 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 673 if (tmp->type == op->type && tmp->name == op->name)
669 break; 674 break;
670 675
671 if (tmp) 676 if (tmp)
672 { 677 {
673 remove_ob (op); 678 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 680 continue;
677 } 681 }
682
678 if (op->nrof > 1) 683 if (op->nrof > 1)
679 op->nrof = 1; 684 op->nrof = 1;
680 } 685 }
681 686
682 if (op->type == SPELLBOOK && op->inv) 687 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 699 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 700 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 701 }
697 if (op->type == SPELL) 702 if (op->type == SPELL)
698 { 703 {
699 remove_ob (op); 704 op->destroy ();
700 free_object (op);
701 continue; 705 continue;
702 } 706 }
703 else if (op->type == SKILL) 707 else if (op->type == SKILL)
704 { 708 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
715 link_player_skills (pl); 719 link_player_skills (pl);
716} 720}
717 721
718void 722void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 723get_party_password (object *op, partylist *party)
803{ 724{
804 if (party == NULL) 725 if (party == NULL)
805 { 726 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 728 return;
808 } 729 }
730
809 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 735}
814
815 736
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 738static int
818roll_stat (void) 739roll_stat (void)
819{ 740{
820 int a[4], i, j, k; 741 int a[4], i, j, k;
821 742
822 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 747 if (a[i] < k)
827 k = a[i], j = i; 748 k = a[i], j = i;
828 749
829 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 751 if (i != j)
832 k += a[i]; 752 k += a[i];
833 } 753
834 return k; 754 return k;
835} 755}
836 756
837void 757void
838roll_stats (object *op) 758object::roll_stats ()
839{ 759{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 760 int statsort [7];
843 761
844 do 762 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 763 {
855 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
856 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
857 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 773 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 774
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 775 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
890 782
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 783 stats.exp = 0;
902 op->stats.ac = 0; 784 stats.ac = 0;
903 785
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
912 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
913} 798}
914 799
915void 800void
916Roll_Again (object *op) 801object::swap_stats (int a, int b)
917{ 802{
918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922
923void
924Swap_Stat (object *op, int Swap_Second)
925{
926 signed char tmp;
927 char buf[MAX_BUF];
928
929 if (op->contr->Swap_First == -1)
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 803 int tmp = get_attr_value (&contr->orig_stats, a);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 805 set_attr_value (&contr->orig_stats, b, tmp);
942 806
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 807 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 817 stats.ac = 0;
953 818
954 op->level = 1; 819 level = 1;
955 op->stats.exp = 0; 820 stats.exp = 0;
956 op->stats.ac = 0; 821 stats.ac = 0;
957 822
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
966 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 { 834 }
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 835}
1044 836
1045/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1049 * not the class. 841 * not the class.
1050 */ 842 */
1051
1052int 843int
1053key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1054{ 845{
1055 int tmp_loop; 846 int tmp_loop;
1056 847
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1064 { 849 {
1065 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1066 851
1067 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (op->contr, op->weight + op->carrying);
854
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 855 treasurelist *tl = find_treasurelist ("starting_wealth");
856 if (tl)
857 create_treasure (tl, op, 0, 0, 0);
1070 858
1071 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1073 861
1074 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1075 863
1076 if (op->msg) 864 if (op->msg)
1077 op->msg = NULL; 865 op->msg = NULL;
1078 866
1079 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1088 start_info (op); 876 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 879 link_player_skills (op);
1092 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1093 fix_player (op); 881 op->update_stats ();
1094 882
1095 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1096 * is one for this race 884 * is one for this race
1097 */ 885 */
1098 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1099 { 887 {
1100 object *tmp; 888 object *tmp;
1101 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1102 890
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 892 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1110 * default initial map */ 898 * default initial map */
1111 free_object (tmp); 899 tmp->destroy ();
1112 } 900 }
1113 else 901 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 903
1117 return 0; 904 return 0;
1118 } 905 }
1119 906
1120 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1125 while (!tmp_loop) 912 while (!tmp_loop)
1126 { 913 {
1127 shstr name = op->name; 914 shstr name = op->name;
1128 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1129 916
1130 remove_statbonus (op); 917 op->remove_statbonus ();
1131 remove_ob (op); 918 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 920 op->arch->clone.copy_to (op);
1134 op->instantiate (); 921 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 923 op->name = op->name_pl = name;
1137 op->x = x; 924 op->x = x;
1138 op->y = y; 925 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 929 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1144 } 931 }
1145 932
1146 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 935 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 938 op->stats.grace = 0;
1152 939
1153 if (op->msg) 940 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 942
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 944 return 0;
1158} 945}
1159 946
1160int 947int
1161key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1162{ 949{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 951 {
1167 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 954 return 1;
1170 } 955 }
1171 956
1172 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 962 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 964
1180 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1181 check_score (op); 966 check_score (op);
1182 op->contr->party = NULL; 967 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1185 969
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 971
972 delete ob->contr;
973
1190 /* We need to hunt for any per player unique maps in memory and 974 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional, 975 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 977 */
978 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 980
1196 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1197 next = mp->next; 983 next = mp->next;
984
1198 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 986 delete_map (mp);
1200 } 987 }
1201 988
1202 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1203 }
1204 990
1205 play_again (op);
1206 return 1; 991 return 1;
1207} 992}
1208 993
1209void 994void
1210flee_player (object *op) 995flee_player (object *op)
1241 { 1026 {
1242 op->enemy = NULL; 1027 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1029 return;
1245 } 1030 }
1031
1246 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1247 1033
1248 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1250 { 1036 {
1251 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1252 1038
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1040 return;
1256 }
1257 } 1041 }
1042
1258 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1045 op->enemy = NULL;
1261} 1046}
1262 1047
1818 if (!dir) 1603 if (!dir)
1819 { 1604 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1606 return 0;
1822 } 1607 }
1608
1823 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1825 else 1611 else
1826 { 1612 {
1827 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1835 { 1621 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1623 return 0;
1838 } 1624 }
1839 } 1625 }
1626
1840 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1841 { 1628 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1630 return 0;
1844 } 1631 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1634
1848 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1851 if (bowspeed < 1) 1639 if (bowspeed < 1)
1852 bowspeed = 1; 1640 bowspeed = 1;
1853 1641
1854 if (arrow == NULL) 1642 if (arrow == NULL)
1855 { 1643 {
1861 else 1649 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1651 return 0;
1864 } 1652 }
1865 } 1653 }
1654
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1657 return 0;
1870 } 1658
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1660 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1662 return 0;
1875 } 1663 }
1876 1664
1877 /* this should not happen, but sometimes does */ 1665 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1666 if (arrow->nrof == 0)
1879 { 1667 {
1880 remove_ob (arrow); 1668 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1669 return 0;
1883 } 1670 }
1884 1671
1885 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1674 if (!arrow)
1888 { 1675 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1677 return 0;
1891 } 1678 }
1892 set_owner (arrow, op); 1679
1680 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1894 1682
1895 arrow->direction = dir; 1683 arrow->direction = dir;
1896 arrow->x = sx; 1684 arrow->x = sx;
1897 arrow->y = sy; 1685 arrow->y = sy;
1898 1686
1899 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1900 { 1688 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1690 op->update_stats ();
1903 } 1691 }
1904 1692
1905 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1911 1699
1912 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1914 */ 1702 */
1915 1703
1939 } 1727 }
1940 1728
1941 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1943 1731
1944 if (bow->slaying != NULL) 1732 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1946 1734
1947 arrow->map = m; 1735 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2067 item->speed = 0; 1855 item->speed = 0;
2068 update_ob_speed (item); 1856 update_ob_speed (item);
2069 } 1857 }
2070 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1860 }
2073 } 1861 }
2074 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2075 { 1863 {
2225 * 0 otherwise 2013 * 0 otherwise
2226 */ 2014 */
2227static int 2015static int
2228player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2229{ 2017{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* If its a door, try to find a use a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 2019 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2234 */ 2021 */
2235 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2273 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2277 */ 2064 */
2278
2279void 2065void
2280move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2281{ 2067{
2282 object *tmp, *mon; 2068 object *tmp, *mon;
2283 sint16 nx, ny; 2069 sint16 nx, ny;
2285 maptile *m; 2071 maptile *m;
2286 2072
2287 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2289 2075
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2291 2077
2292 /* If braced, or can't move to the square, and it is not out of the 2078 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 2079 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 2080 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2307 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2308 } 2094 }
2309 else 2095 else
2310 m = op->map; 2096 m = op->map;
2311 2097
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2313 { 2099 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2315 return; 2101 return;
2316 } 2102 }
2317 2103
2318 mon = NULL; 2104 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack. 2106 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters 2107 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2108 * on the space
2323 */ 2109 */
2324 while (tmp != NULL) 2110 while (tmp)
2325 { 2111 {
2326 if (tmp == op) 2112 if (tmp == op)
2327 { 2113 {
2328 tmp = tmp->above; 2114 tmp = tmp->above;
2329 continue; 2115 continue;
2339 mon = tmp; 2125 mon = tmp;
2340 2126
2341 tmp = tmp->above; 2127 tmp = tmp->above;
2342 } 2128 }
2343 2129
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2131 return; /* into a wall */
2346 2132
2347 if (mon->head != NULL) 2133 if (mon->head)
2348 mon = mon->head; 2134 mon = mon->head;
2349 2135
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2352 return; 2138 return;
2364 * player owns it and it is either friendly or unagressive. 2150 * player owns it and it is either friendly or unagressive.
2365 */ 2151 */
2366 if ((op->type == PLAYER) 2152 if ((op->type == PLAYER)
2367#if COZY_SERVER 2153#if COZY_SERVER
2368 && 2154 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2155 ((mon->owner && mon->owner->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2371#else 2157#else
2372 && get_owner (mon) == op 2158 && mon->owner == op
2373#endif 2159#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2161 {
2376 /* If we're braced, we don't want to switch places with it */ 2162 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2163 if (op->contr->braced)
2389 * attack them either. 2175 * attack them either.
2390 */ 2176 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2180 (op->contr->peaceful
2395 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2396 && mon->contr-> 2182 && mon->contr->
2397 peaceful)) && 2183 peaceful)) &&
2398#else 2184#else
2399 op->contr->peaceful && 2185 op->contr->peaceful &&
2400#endif 2186#endif
2401 !on_battleground)) 2187 !on_battleground))
2402 { 2188 {
2403 if (!op->contr->braced) 2189 if (!op->contr->braced)
2404 { 2190 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2407 } 2193 }
2408 else 2194 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2196
2412 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2198 make_visible (op);
2414 } 2199 }
2415 2200
2416 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2230
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2232 }
2448 2233
2449 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2450 2235
2451 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2239 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2242 {
2458 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2459 2244
2460 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2463 } 2248 }
2249
2464 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2465 make_visible (op); 2251 make_visible (op);
2466 } 2252 }
2467 } /* if player should attack something */ 2253 } /* if player should attack something */
2468} 2254}
2503 2289
2504 /* Add special check for newcs players and fire on - this way, the 2290 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2291 * server can handle repeat firing.
2506 */ 2292 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2294 op->direction = dir;
2510 }
2511 else 2295 else
2512 {
2513 op->direction = 0; 2296 op->direction = 0;
2514 } 2297
2515 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2300 * for players.
2518 */ 2301 */
2519 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2571 2354
2572 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2357 * called, so we recheck it here.
2575 */ 2358 */
2576 HandleClient (&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2577 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2578 return 0; 2364 return 0;
2579 2365
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2367 {
2590 if (op->speed_left > 0) 2376 if (op->speed_left > 0)
2591 return 1; 2377 return 1;
2592 else 2378 else
2593 return 0; 2379 return 0;
2594 } 2380 }
2381
2595 return 0; 2382 return 0;
2596} 2383}
2597 2384
2598int 2385int
2599save_life (object *op) 2386save_life (object *op)
2600{ 2387{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2388 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2389 return 0;
2605 2390
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2393 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396
2611 if (op->contr) 2397 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2398 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2399
2614 free_object (tmp); 2400 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2401 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402
2616 if (op->stats.hp < 0) 2403 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2405
2618 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2619 op->stats.food = 999; 2407 op->stats.food = 999;
2620 fix_player (op); 2408
2409 op->update_stats ();
2621 return 1; 2410 return 1;
2622 } 2411 }
2412
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2415 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2416 return 0;
2627} 2417}
2641 next = op->below; /* Make sure we have a good value, in case 2431 next = op->below; /* Make sure we have a good value, in case
2642 * we remove object 'op' 2432 * we remove object 'op'
2643 */ 2433 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2434 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2435 {
2646 remove_ob (op); 2436 op->remove ();
2647 op->x = env->x; 2437 op->x = env->x;
2648 op->y = env->y; 2438 op->y = env->y;
2649 if (env->type == PLAYER) 2439 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2652 } 2442 }
2653 else if (op->inv) 2443 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2445
2655 op = next; 2446 op = next;
2656 } 2447 }
2657} 2448}
2658
2659 2449
2660/* 2450/*
2661 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2467 else
2678 sprintf (buf, "%s\n", &op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2471 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2474 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2478 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2688 { 2480 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2483 strcat (buf2, buf);
2692 } 2484 }
2485
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2696 return buf2; 2490 return buf2;
2697} 2491}
2698
2699
2700 2492
2701void 2493void
2702do_some_living (object *op) 2494do_some_living (object *op)
2703{ 2495{
2704 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2713 const int max_grace = 1; 2505 const int max_grace = 1;
2714 2506
2715 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2716 { 2508 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2512 }
2721 2513
2722 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2723 { 2515 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2520 else
2730 { 2521 {
2731 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2524 }
2525
2734 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2528 else
2737 { 2529 {
2738 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2532 }
2533
2741 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2536 else
2744 { 2537 {
2745 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2556 op->stats.food = last_food;
2764 } 2557 }
2765 } 2558 }
2559
2766 if (max_sp > 1) 2560 if (max_sp > 1)
2767 { 2561 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2563 if (over_sp > 0)
2770 { 2564 {
2771 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2772 { 2566 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2570 op->stats.sp--;
2571
2776 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2778 } 2574 }
2779 op->last_sp = 0; 2575 op->last_sp = 0;
2780 } 2576 }
2781 else 2577 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2579 }
2786 else 2580 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2582 }
2791 2583
2792 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2795 { 2587 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2798 if (max_grace > 1) 2591 if (max_grace > 1)
2799 { 2592 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2594 if (over_grace > 0)
2802 { 2595 {
2830 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2625 op->stats.food = last_food;
2833 } 2626 }
2834 } 2627 }
2628
2835 if (max_hp > 1) 2629 if (max_hp > 1)
2836 { 2630 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2632 if (over_hp > 0)
2839 { 2633 {
2863 2657
2864 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2660 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2868 /* dms do not consume food */ 2663 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2665 op->stats.food--;
2871 } 2666 }
2872 }
2873 2667
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2669 {
2876 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2877 2671
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2673 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2681 break;
2888 } 2682 }
2889 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2890 flesh = tmp; 2684 flesh = tmp;
2891 } /* End if paid for object */ 2685 } /* End if paid for object */
2892 } /* end of for loop */ 2686 } /* end of for loop */
2687
2893 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2689 * eat flesh instead.
2895 */ 2690 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2692 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2900 } 2695 }
2901 } /* end if player is starving */ 2696 }
2902 2697
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2905 2700
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2702 kill_player (op);
2703 }
2908} 2704}
2909
2910
2911 2705
2912/* If the player should die (lack of hp, food, etc), we call this. 2706/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2707 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2709 * file.
2948 /* restore player */ 2742 /* restore player */
2949 at = archetype::find ("poisoning"); 2743 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2744 tmp = present_arch_in_ob (at, op);
2951 if (tmp) 2745 if (tmp)
2952 { 2746 {
2953 remove_ob (tmp); 2747 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2749 }
2957 2750
2958 at = archetype::find ("confusion"); 2751 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2752 tmp = present_arch_in_ob (at, op);
2960 if (tmp) 2753 if (tmp)
2961 { 2754 {
2962 remove_ob (tmp); 2755 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2757 }
2966 2758
2967 cure_disease (op, 0); /* remove any disease */ 2759 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2760 op->stats.hp = op->stats.maxhp;
3024 x = op->x; 2816 x = op->x;
3025 y = op->y; 2817 y = op->y;
3026 map = op->map; 2818 map = op->map;
3027 2819
3028 2820
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2822 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this. 2823 * See the config.h file for a little more in depth detail about this.
3034 */ 2824 */
3035 2825
3036 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2828 * of death.
3039 */ 2829 */
3040#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3042 { 2832 {
3043 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2835 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2838 little bit harder. */
3049 /* GD */ 2839 /* GD */
3050 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2841 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2842 else
3056 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3057 num_stats_lose = 1; 2847 num_stats_lose = 1;
3058 } 2848 }
3059 lost_a_stat = 0; 2849 lost_a_stat = 0;
3060 2850
3061 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3062 { 2852 {
3063 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3064 2854
3065 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3066 { 2856 {
3067 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2858 * what he lost.
3069 */ 2859 */
3070 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3076 } 2878 }
3077 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3078 { 2881 {
3079 /* deplete a stat */ 2882 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3081 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3082 2885 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2886 {
3086 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3088 } 2889
3089 lose_this_stat = 1; 2890 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2896 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2897 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2899 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2900 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2901 else
3131 if (this_stat >= -50)
3132 { 2902 {
3133 change_attr_value (&(dep->stats), i, -1); 2903 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2908 }
3139 } 2909 }
3140 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3141 } 2929 }
2930 }
2931 }
3142 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2933 if (!lost_a_stat)
3144 { 2934 {
3145 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3148 2938
3149 if (god && (strcmp (god, "none"))) 2939 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2941 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2943 }
3154#else 2944#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2946#endif
3157 2947
3158 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2949 * exp loss on the stone.
3160 */ 2950 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2953 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2955 tmp->name_pl = buf;
3166 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); 2956 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);
3167 tmp->msg = buf; 2957 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2960
3171 /**************************************/ 2961 /**************************************/
3172 /* */ 2962 /* */
3173 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3176 /* */ 2966 /* */
3177 /**************************************/ 2967 /**************************************/
3178 2968
3179 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2970 /* restore player */
3181 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
2973
3183 if (tmp) 2974 if (tmp)
3184 { 2975 {
3185 remove_ob (tmp); 2976 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2978 }
3189 2979
3190 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2982 if (tmp)
3193 { 2983 {
3194 remove_ob (tmp); 2984 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2986 }
3198 2987
3199 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3200 2989
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3204 op->stats.food = 900; 2993 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2997
3209 /* 2998 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2999 * Check to see if the player is in a shop. IF so, then check to see if
3211 * the player has any unpaid items. If so, remove them and put them back 3000 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 3001 * in the map.
3213 */ 3002 */
3214 3003
3215 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3217 3006
3218 /****************************************/ 3007 /****************************************/
3219 /* */ 3008 /* */
3220 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3222 /* */ 3011 /* */
3223 /****************************************/ 3012 /****************************************/
3224 3013
3225 enter_player_savebed (op); 3014 enter_player_savebed (op);
3226 3015
3227 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3017 * chance of abuse.
3229 */ 3018 */
3230 op->contr->braced = 0; 3019 op->contr->braced = 0;
3231 save_player (op, 1); 3020 op->contr->save ();
3232 3021
3233 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3025 * on the space that might harm the player.
3237 */ 3026 */
3238 will_kill_again = 0; 3027 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3242 3031
3243 if (will_kill_again) 3032 if (will_kill_again)
3244 { 3033 {
3245 object *force; 3034 object *force;
3246 int at; 3035 int at;
3247 3036
3248 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3039 force->speed = 0.1;
3251 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3044 force->resist[at] = 100;
3256 3045
3257 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3258 fix_player (op); 3047 op->update_stats ();
3259 3048
3260 } 3049 }
3261 3050
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 3052}
3332
3333 3053
3334void 3054void
3335loot_object (object *op) 3055loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3338 3058
3339 if (op->container) 3059 if (op->container)
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3342 }
3343 3061
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3345 { 3063 {
3346 next = tmp->below; 3064 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3348 continue; 3067 continue;
3349 remove_ob (tmp); 3068
3069 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3351 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 3072 { /* empty container to ground */
3353 loot_object (tmp); 3073 loot_object (tmp);
3354 } 3074 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3356 { 3076 {
3357 if (tmp->nrof > 1) 3077 if (tmp->nrof > 1)
3358 { 3078 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 3080 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 3081 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 3082 }
3363 else 3083 else
3364 free_object (tmp); 3084 tmp->destroy ();
3365 } 3085 }
3366 else 3086 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 3087 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 3088 }
3369} 3089}
3375 */ 3095 */
3376 3096
3377void 3097void
3378fix_weight (void) 3098fix_weight (void)
3379{ 3099{
3380 player *pl;
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3383 { 3101 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 3103
3386 if (old == sum) 3104 if (old == sum)
3387 continue; 3105 continue;
3388 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 3108 }
3391} 3109}
3392 3110
3393void 3111void
3394fix_luck (void) 3112fix_luck (void)
3395{ 3113{
3396 player *pl;
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3399 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3401} 3117}
3402
3403 3118
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3407 */ 3122 */
3408
3409void 3123void
3410cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3411{ 3125{
3412 object *skop, *spob; 3126 object *skop, *spob;
3413 3127
3434 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3149 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3150
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3151 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3152
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3153 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3154}
3443 3155
3444void 3156void
3445make_visible (object *op) 3157make_visible (object *op)
3446{ 3158{
3460 object *tmp = NULL; 3172 object *tmp = NULL;
3461 3173
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3175 return 1;
3464 3176
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3177 return 0;
3471} 3178}
3472 3179
3473/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3589 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3590 continue; 3297 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3299 continue;
3593 3300
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3302 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3304 return 1;
3598 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3599 { 3306 {
3653 3360
3654 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3362 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3363 * for any meaningful values.
3657 */ 3364 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3368 return 1;
3662 op = op->more; 3369 op = op->more;
3663 } 3370 }
3664 return 0; 3371 return 0;
3665} 3372}
3851 { 3558 {
3852 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3560 object *skin;
3854 3561
3855 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3857 if (skin == NULL) 3567 if (!skin)
3858 return; 3568 return;
3859 3569
3860 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3572 {

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