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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 1.57 by root, Sat Dec 23 06:21:02 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 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 209 */
241 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
242 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247// send_rules (ob);//TODO
248// send_news (ob);//TODO
249// display_motd (ob);//TODO
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
243 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 275 * we deal with that below this point.
245 */ 276 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 280
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
257 282
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; 283 gen_sp_armour = 10;
272 p->last_speed = -1; 284 last_speed = -1;
273 p->shoottype = range_none; 285 shoottype = range_none;
274 p->bowtype = bow_normal; 286 bowtype = bow_normal;
275 p->petmode = pet_normal; 287 petmode = pet_normal;
276 p->listening = 10; 288 listening = 10;
277 p->usekeys = containers; 289 usekeys = containers;
278 p->last_weapon_sp = -1; 290 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 291 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 292 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);
288 293
289 /* we need to clear these to -1 and not zero - otherwise, 294 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 295 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 296 * send new values to the client, as things like exp start
292 * at zero. 297 * at zero.
293 */ 298 */
294 for (i = 0; i < NUM_SKILLS; i++) 299 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 300 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 301
298 }
299 for (i = 0; i < NROFATTACKS; i++) 302 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 303 last_resist[i] = -1;
302 } 304
303 p->last_stats.exp = -1; 305 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 306 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 307}
310 308
311/* This loads the first map an puts the player on it. */ 309player::~player ()
312static void
313set_first_map (object *op)
314{ 310{
315 strcpy (op->contr->maplevel, first_map_path); 311 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
321/* Tries to add player on the connection passwd in ns. 349/* 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 350 * All we can really get in this is some settings like host and display
323 * mode. 351 * mode.
324 */ 352 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 353player *
354player::create ()
355{
356 player *pl = new player;
330 357
331 p = get_player (NULL); 358 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));
334 359
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; 360 return pl;
354} 361}
355 362
356/* 363/*
357 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
367 { 374 {
368 if (at == NULL || at->next == NULL) 375 if (at == NULL || at->next == NULL)
369 at = first_archetype; 376 at = first_archetype;
370 else 377 else
371 at = at->next; 378 at = at->next;
379
372 if (at->clone.type == PLAYER) 380 if (at->clone.type == PLAYER)
373 return at; 381 return at;
382
374 if (at == start) 383 if (at == start)
375 { 384 {
376 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 386 exit (-1);
378 } 387 }
379 } 388 }
380} 389}
381
382 390
383object * 391object *
384get_nearest_player (object *mon) 392get_nearest_player (object *mon)
385{ 393{
386 object *op = NULL; 394 object *op = NULL;
463 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 473 * is probably not a good thing.
466 */ 474 */
467#define MAX_SPACES 50 475#define MAX_SPACES 50
468
469 476
470/* 477/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 653 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 654 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 655 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 657 {
651 remove_ob (op); 658 op->destroy ();
652 free_object (op);
653 continue; 659 continue;
654 } 660 }
655 } 661 }
656 662
657 /* This really needs to be better - we should really give 663 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 674 if (tmp->type == op->type && tmp->name == op->name)
669 break; 675 break;
670 676
671 if (tmp) 677 if (tmp)
672 { 678 {
673 remove_ob (op); 679 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 681 continue;
677 } 682 }
683
678 if (op->nrof > 1) 684 if (op->nrof > 1)
679 op->nrof = 1; 685 op->nrof = 1;
680 } 686 }
681 687
682 if (op->type == SPELLBOOK && op->inv) 688 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 700 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 701 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 702 }
697 if (op->type == SPELL) 703 if (op->type == SPELL)
698 { 704 {
699 remove_ob (op); 705 op->destroy ();
700 free_object (op);
701 continue; 706 continue;
702 } 707 }
703 else if (op->type == SKILL) 708 else if (op->type == SKILL)
704 { 709 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 710 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
715 link_player_skills (pl); 720 link_player_skills (pl);
716} 721}
717 722
718void 723void
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) 724get_party_password (object *op, partylist *party)
803{ 725{
804 if (party == NULL) 726 if (party == NULL)
805 { 727 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 729 return;
808 } 730 }
731
809 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 736}
814
815 737
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 739static int
818roll_stat (void) 740roll_stat (void)
819{ 741{
820 int a[4], i, j, k; 742 int a[4], i, j, k;
821 743
822 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 748 if (a[i] < k)
827 k = a[i], j = i; 749 k = a[i], j = i;
828 750
829 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 752 if (i != j)
832 k += a[i]; 753 k += a[i];
833 } 754
834 return k; 755 return k;
835} 756}
836 757
837void 758void
838roll_stats (object *op) 759object::roll_stats ()
839{ 760{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 761 int statsort [7];
843 762
844 do 763 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 } 764 {
855 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
856 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
857 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 774 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;
865 775
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]; 776 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
890 783
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; 784 stats.exp = 0;
902 op->stats.ac = 0; 785 stats.ac = 0;
903 786
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; 787 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
912 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
913} 799}
914 800
915void 801void
916Roll_Again (object *op) 802object::swap_stats (int a, int b)
917{ 803{
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); 804 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)); 805 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); 806 set_attr_value (&contr->orig_stats, b, tmp);
942 807
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; 808 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 818 stats.ac = 0;
953 819
954 op->level = 1; 820 level = 1;
955 op->stats.exp = 0; 821 stats.exp = 0;
956 op->stats.ac = 0; 822 stats.ac = 0;
957 823
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; 824 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
966 op->contr->orig_stats = op->stats; 834 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 { 835 }
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} 836}
1044 837
1045/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1049 * not the class. 842 * not the class.
1050 */ 843 */
1051
1052int 844int
1053key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1054{ 846{
1055 int tmp_loop; 847 int tmp_loop;
1056 848
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') 849 if (key == 'd' || key == 'D')
1064 { 850 {
1065 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1066 852
1067 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 854 esrv_new_player (op->contr, op->weight + op->carrying);
855
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 856 treasurelist *tl = find_treasurelist ("starting_wealth");
857 if (tl)
858 create_treasure (tl, op, 0, 0, 0);
1070 859
1071 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
1073 862
1074 op->contr->state = ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
1075 864
1076 if (op->msg) 865 if (op->msg)
1077 op->msg = NULL; 866 op->msg = NULL;
1078 867
1079 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
1088 start_info (op); 877 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 880 link_player_skills (op);
1092 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1093 fix_player (op); 882 op->update_stats ();
1094 883
1095 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1096 * is one for this race 885 * is one for this race
1097 */ 886 */
1098 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1099 { 888 {
1100 object *tmp; 889 object *tmp;
1101 char mapname[MAX_BUF]; 890 char mapname[MAX_BUF];
1102 891
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 893 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 894 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 895 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 896 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 897 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1110 * default initial map */ 899 * default initial map */
1111 free_object (tmp); 900 tmp->destroy ();
1112 } 901 }
1113 else 902 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 904
1117 return 0; 905 return 0;
1118 } 906 }
1119 907
1120 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1125 while (!tmp_loop) 913 while (!tmp_loop)
1126 { 914 {
1127 shstr name = op->name; 915 shstr name = op->name;
1128 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1129 917
1130 remove_statbonus (op); 918 op->remove_statbonus ();
1131 remove_ob (op); 919 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 921 op->arch->clone.copy_to (op);
1134 op->instantiate (); 922 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 924 op->name = op->name_pl = name;
1137 op->x = x; 925 op->x = x;
1138 op->y = y; 926 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 930 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1144 } 932 }
1145 933
1146 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 936 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 939 op->stats.grace = 0;
1152 940
1153 if (op->msg) 941 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 943
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 944 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; 945 return 0;
1158} 946}
1159 947
1160int 948int
1161key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1162{ 950{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 952 {
1167 op->contr->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 955 return 1;
1170 } 956 }
1171 957
1172 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 963 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 965
1180 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1181 check_score (op); 967 check_score (op);
1182 op->contr->party = NULL; 968 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1185 970
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 972
973 delete ob->contr;
974
1190 /* We need to hunt for any per player unique maps in memory and 975 /* 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, 976 * 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 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 978 */
979 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 981
1196 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1197 next = mp->next; 984 next = mp->next;
985
1198 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 987 delete_map (mp);
1200 } 988 }
1201 989
1202 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1203 }
1204 991
1205 play_again (op);
1206 return 1; 992 return 1;
1207} 993}
1208 994
1209void 995void
1210flee_player (object *op) 996flee_player (object *op)
1241 { 1027 {
1242 op->enemy = NULL; 1028 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1030 return;
1245 } 1031 }
1032
1246 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1247 1034
1248 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1250 { 1037 {
1251 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1252 1039
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1041 return;
1256 }
1257 } 1042 }
1043
1258 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1046 op->enemy = NULL;
1261} 1047}
1262 1048
1818 if (!dir) 1604 if (!dir)
1819 { 1605 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1606 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1607 return 0;
1822 } 1608 }
1609
1823 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1611 bow = op->contr->ranges[range_bow];
1825 else 1612 else
1826 { 1613 {
1827 for (bow = op->inv; bow; bow = bow->below) 1614 for (bow = op->inv; bow; bow = bow->below)
1835 { 1622 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1624 return 0;
1838 } 1625 }
1839 } 1626 }
1627
1840 if (!bow->race || !bow->skill) 1628 if (!bow->race || !bow->skill)
1841 { 1629 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1631 return 0;
1844 } 1632 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1635
1848 /* penalize ROF for bestarrow */ 1636 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1851 if (bowspeed < 1) 1640 if (bowspeed < 1)
1852 bowspeed = 1; 1641 bowspeed = 1;
1853 1642
1854 if (arrow == NULL) 1643 if (arrow == NULL)
1855 { 1644 {
1861 else 1650 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1651 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1652 return 0;
1864 } 1653 }
1865 } 1654 }
1655
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1657 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1658 return 0;
1870 } 1659
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1660 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1661 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1662 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1663 return 0;
1875 } 1664 }
1876 1665
1877 /* this should not happen, but sometimes does */ 1666 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1667 if (arrow->nrof == 0)
1879 { 1668 {
1880 remove_ob (arrow); 1669 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1670 return 0;
1883 } 1671 }
1884 1672
1885 left = arrow; /* these are arrows left to the player */ 1673 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1674 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1675 if (!arrow)
1888 { 1676 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1677 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1678 return 0;
1891 } 1679 }
1892 set_owner (arrow, op); 1680
1681 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1682 arrow->skill = bow->skill;
1894 1683
1895 arrow->direction = dir; 1684 arrow->direction = dir;
1896 arrow->x = sx; 1685 arrow->x = sx;
1897 arrow->y = sy; 1686 arrow->y = sy;
1898 1687
1899 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1900 { 1689 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1691 op->update_stats ();
1903 } 1692 }
1904 1693
1905 SET_ANIMATION (arrow, arrow->direction); 1694 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1696 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1697 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1698 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1699 arrow->spellarg = strdup (arrow->slaying);
1911 1700
1912 /* Note that this was different for monsters - they got their level 1701 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper. 1702 * added to the damage. I think the strength bonus is more proper.
1914 */ 1703 */
1915 1704
1939 } 1728 }
1940 1729
1941 if (arrow->attacktype == AT_PHYSICAL) 1730 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1731 arrow->attacktype |= bow->attacktype;
1943 1732
1944 if (bow->slaying != NULL) 1733 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1734 arrow->slaying = bow->slaying;
1946 1735
1947 arrow->map = m; 1736 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1737 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1854 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1855 item->face = item->arch->clone.face;
2067 item->speed = 0; 1856 item->speed = 0;
2068 update_ob_speed (item); 1857 update_ob_speed (item);
2069 } 1858 }
2070 if ((tmp = is_player_inv (item))) 1859 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1860 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1861 }
2073 } 1862 }
2074 else if (item->type == ROD || item->type == HORN) 1863 else if (item->type == ROD || item->type == HORN)
2075 { 1864 {
2225 * 0 otherwise 2014 * 0 otherwise
2226 */ 2015 */
2227static int 2016static int
2228player_attack_door (object *op, object *door) 2017player_attack_door (object *op, object *door)
2229{ 2018{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 2019 /* 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 - 2020 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 2021 * otherwise, we fall through to the rest of the code.
2234 */ 2022 */
2235 object *key = find_key (op, op, door); 2023 object *key = find_key (op, op, door);
2273 * It should keep the code cleaner. 2061 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2062 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2063 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2064 * going to try and move (not fire weapons).
2277 */ 2065 */
2278
2279void 2066void
2280move_player_attack (object *op, int dir) 2067move_player_attack (object *op, int dir)
2281{ 2068{
2282 object *tmp, *mon; 2069 object *tmp, *mon;
2283 sint16 nx, ny; 2070 sint16 nx, ny;
2285 maptile *m; 2072 maptile *m;
2286 2073
2287 nx = freearr_x[dir] + op->x; 2074 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2075 ny = freearr_y[dir] + op->y;
2289 2076
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2077 on_battleground = op_on_battleground (op, 0, 0);
2291 2078
2292 /* If braced, or can't move to the square, and it is not out of the 2079 /* 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 2080 * 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 2081 * 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 2082 * player. This is a pretty nasty hack, because if we could
2307 return; /* Don't think this should happen */ 2094 return; /* Don't think this should happen */
2308 } 2095 }
2309 else 2096 else
2310 m = op->map; 2097 m = op->map;
2311 2098
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2313 { 2100 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2315 return; 2102 return;
2316 } 2103 }
2317 2104
2318 mon = NULL; 2105 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2106 /* 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. 2107 * 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 2108 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2109 * on the space
2323 */ 2110 */
2324 while (tmp != NULL) 2111 while (tmp)
2325 { 2112 {
2326 if (tmp == op) 2113 if (tmp == op)
2327 { 2114 {
2328 tmp = tmp->above; 2115 tmp = tmp->above;
2329 continue; 2116 continue;
2339 mon = tmp; 2126 mon = tmp;
2340 2127
2341 tmp = tmp->above; 2128 tmp = tmp->above;
2342 } 2129 }
2343 2130
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2131 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2132 return; /* into a wall */
2346 2133
2347 if (mon->head != NULL) 2134 if (mon->head)
2348 mon = mon->head; 2135 mon = mon->head;
2349 2136
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2138 if (player_attack_door (op, mon))
2352 return; 2139 return;
2364 * player owns it and it is either friendly or unagressive. 2151 * player owns it and it is either friendly or unagressive.
2365 */ 2152 */
2366 if ((op->type == PLAYER) 2153 if ((op->type == PLAYER)
2367#if COZY_SERVER 2154#if COZY_SERVER
2368 && 2155 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2156 ((mon->owner && mon->owner->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2371#else 2158#else
2372 && get_owner (mon) == op 2159 && mon->owner == op
2373#endif 2160#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2162 {
2376 /* If we're braced, we don't want to switch places with it */ 2163 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2164 if (op->contr->braced)
2389 * attack them either. 2176 * attack them either.
2390 */ 2177 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2178 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2179 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2180#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2181 (op->contr->peaceful
2395 || (mon->type == PLAYER 2182 || (mon->type == PLAYER
2396 && mon->contr-> 2183 && mon->contr->
2397 peaceful)) && 2184 peaceful)) &&
2398#else 2185#else
2399 op->contr->peaceful && 2186 op->contr->peaceful &&
2400#endif 2187#endif
2401 !on_battleground)) 2188 !on_battleground))
2402 { 2189 {
2403 if (!op->contr->braced) 2190 if (!op->contr->braced)
2404 { 2191 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2193 (void) push_ob (mon, dir, op);
2407 } 2194 }
2408 else 2195 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2196 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2197
2412 if (op->contr->tmp_invis || op->hide) 2198 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2199 make_visible (op);
2414 } 2200 }
2415 2201
2416 /* If the object is a boulder or other rollable object, then 2202 /* If the object is a boulder or other rollable object, then
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2230 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2231
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2233 }
2448 2234
2449 skill_attack (mon, op, 0, NULL, NULL); 2235 skill_attack (mon, op, 0, 0, 0);
2450 2236
2451 /* If attacking another player, that player gets automatic 2237 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2238 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2239 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2240 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2243 {
2458 short luck = mon->stats.luck; 2244 short luck = mon->stats.luck;
2459 2245
2460 mon->contr->has_hit = 1; 2246 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2247 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2248 mon->stats.luck = luck;
2463 } 2249 }
2250
2464 if (action_makes_visible (op)) 2251 if (action_makes_visible (op))
2465 make_visible (op); 2252 make_visible (op);
2466 } 2253 }
2467 } /* if player should attack something */ 2254 } /* if player should attack something */
2468} 2255}
2503 2290
2504 /* Add special check for newcs players and fire on - this way, the 2291 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2292 * server can handle repeat firing.
2506 */ 2293 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2294 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2295 op->direction = dir;
2510 }
2511 else 2296 else
2512 {
2513 op->direction = 0; 2297 op->direction = 0;
2514 } 2298
2515 /* Update how the player looks. Use the facing, so direction may 2299 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2300 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2301 * for players.
2518 */ 2302 */
2519 animate_object (op, op->facing); 2303 animate_object (op, op->facing);
2571 2355
2572 /* call this here - we also will call this in do_ericserver, but 2356 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2357 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2358 * called, so we recheck it here.
2575 */ 2359 */
2576 HandleClient (&op->contr->socket, op->contr); 2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363
2577 if (op->speed_left < 0) 2364 if (op->speed_left < 0)
2578 return 0; 2365 return 0;
2579 2366
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2367 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2368 {
2590 if (op->speed_left > 0) 2377 if (op->speed_left > 0)
2591 return 1; 2378 return 1;
2592 else 2379 else
2593 return 0; 2380 return 0;
2594 } 2381 }
2382
2595 return 0; 2383 return 0;
2596} 2384}
2597 2385
2598int 2386int
2599save_life (object *op) 2387save_life (object *op)
2600{ 2388{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2389 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2390 return 0;
2605 2391
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2392 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2394 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2395 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)); 2396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2397
2611 if (op->contr) 2398 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2399 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2400
2614 free_object (tmp); 2401 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2402 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403
2616 if (op->stats.hp < 0) 2404 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2405 op->stats.hp = op->stats.maxhp;
2406
2618 if (op->stats.food < 0) 2407 if (op->stats.food < 0)
2619 op->stats.food = 999; 2408 op->stats.food = 999;
2620 fix_player (op); 2409
2410 op->update_stats ();
2621 return 1; 2411 return 1;
2622 } 2412 }
2413
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2414 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2415 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2416 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2417 return 0;
2627} 2418}
2641 next = op->below; /* Make sure we have a good value, in case 2432 next = op->below; /* Make sure we have a good value, in case
2642 * we remove object 'op' 2433 * we remove object 'op'
2643 */ 2434 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2436 {
2646 remove_ob (op); 2437 op->remove ();
2647 op->x = env->x; 2438 op->x = env->x;
2648 op->y = env->y; 2439 op->y = env->y;
2649 if (env->type == PLAYER) 2440 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2441 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2442 insert_ob_in_map (op, env->map, NULL, 0);
2652 } 2443 }
2653 else if (op->inv) 2444 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2445 remove_unpaid_objects (op->inv, env);
2446
2655 op = next; 2447 op = next;
2656 } 2448 }
2657} 2449}
2658
2659 2450
2660/* 2451/*
2661 * Returns pointer a static string containing gravestone text 2452 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2453 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2454 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2465 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2466 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2468 else
2678 sprintf (buf, "%s\n", &op->name); 2469 sprintf (buf, "%s\n", &op->name);
2470
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2472 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2473 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2475 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2479 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2480 if (op->type == PLAYER)
2688 { 2481 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2484 strcat (buf2, buf);
2692 } 2485 }
2486
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2489 strcat (buf2, buf);
2490
2696 return buf2; 2491 return buf2;
2697} 2492}
2698
2699
2700 2493
2701void 2494void
2702do_some_living (object *op) 2495do_some_living (object *op)
2703{ 2496{
2704 int last_food = op->stats.food; 2497 int last_food = op->stats.food;
2713 const int max_grace = 1; 2506 const int max_grace = 1;
2714 2507
2715 if (op->contr->outputs_sync) 2508 if (op->contr->outputs_sync)
2716 { 2509 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2510 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) 2511 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]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2513 }
2721 2514
2722 if (op->contr->state == ST_PLAYING) 2515 if (op->contr->ns->state == ST_PLAYING)
2723 { 2516 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2517 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2518 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2519 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2520 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2521 else
2730 { 2522 {
2731 gen_hp = op->stats.maxhp; 2523 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2524 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2525 }
2526
2734 if (op->contr->gen_sp >= 0) 2527 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2529 else
2737 { 2530 {
2738 gen_sp = op->stats.maxsp; 2531 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2533 }
2534
2741 if (op->contr->gen_grace >= 0) 2535 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2537 else
2744 { 2538 {
2745 gen_grace = op->stats.maxgrace; 2539 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2555 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2557 op->stats.food = last_food;
2764 } 2558 }
2765 } 2559 }
2560
2766 if (max_sp > 1) 2561 if (max_sp > 1)
2767 { 2562 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2563 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2564 if (over_sp > 0)
2770 { 2565 {
2771 if (op->stats.sp < op->stats.maxsp) 2566 if (op->stats.sp < op->stats.maxsp)
2772 { 2567 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2571 op->stats.sp--;
2572
2776 if (op->stats.sp > op->stats.maxsp) 2573 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2574 op->stats.sp = op->stats.maxsp;
2778 } 2575 }
2779 op->last_sp = 0; 2576 op->last_sp = 0;
2780 } 2577 }
2781 else 2578 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2580 }
2786 else 2581 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2583 }
2791 2584
2792 /* Regenerate Grace */ 2585 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2587 if (--op->last_grace < 0)
2795 { 2588 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2589 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2590 op->stats.grace++; /* no penalty in food for regaining grace */
2591
2798 if (max_grace > 1) 2592 if (max_grace > 1)
2799 { 2593 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2594 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2595 if (over_grace > 0)
2802 { 2596 {
2830 op->stats.food += op->contr->digestion; 2624 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2625 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2626 op->stats.food = last_food;
2833 } 2627 }
2834 } 2628 }
2629
2835 if (max_hp > 1) 2630 if (max_hp > 1)
2836 { 2631 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2633 if (over_hp > 0)
2839 { 2634 {
2863 2658
2864 if (op->contr->gen_hp > 0) 2659 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2660 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2661 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663
2868 /* dms do not consume food */ 2664 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2665 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2666 op->stats.food--;
2871 } 2667 }
2872 }
2873 2668
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2669 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2670 {
2876 object *tmp, *flesh = NULL; 2671 object *tmp, *flesh = 0;
2877 2672
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2673 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2674 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2675 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2676 {
2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2678 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2680 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2681 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2682 break;
2888 } 2683 }
2889 else if (tmp->type == FLESH) 2684 else if (tmp->type == FLESH)
2890 flesh = tmp; 2685 flesh = tmp;
2891 } /* End if paid for object */ 2686 } /* End if paid for object */
2892 } /* end of for loop */ 2687 } /* end of for loop */
2688
2893 /* If player is still starving, it means they don't have any food, so 2689 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2690 * eat flesh instead.
2895 */ 2691 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2693 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2694 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2695 manual_apply (op, flesh, 0);
2900 } 2696 }
2901 } /* end if player is starving */ 2697 }
2902 2698
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2699 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2700 op->stats.food++, op->stats.hp--;
2905 2701
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2703 kill_player (op);
2704 }
2908} 2705}
2909
2910
2911 2706
2912/* If the player should die (lack of hp, food, etc), we call this. 2707/* 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 2708 * 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 2709 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2710 * file.
2948 /* restore player */ 2743 /* restore player */
2949 at = archetype::find ("poisoning"); 2744 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2745 tmp = present_arch_in_ob (at, op);
2951 if (tmp) 2746 if (tmp)
2952 { 2747 {
2953 remove_ob (tmp); 2748 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2750 }
2957 2751
2958 at = archetype::find ("confusion"); 2752 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2753 tmp = present_arch_in_ob (at, op);
2960 if (tmp) 2754 if (tmp)
2961 { 2755 {
2962 remove_ob (tmp); 2756 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2758 }
2966 2759
2967 cure_disease (op, 0); /* remove any disease */ 2760 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2761 op->stats.hp = op->stats.maxhp;
3024 x = op->x; 2817 x = op->x;
3025 y = op->y; 2818 y = op->y;
3026 map = op->map; 2819 map = op->map;
3027 2820
3028 2821
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2822 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2823 * 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. 2824 * See the config.h file for a little more in depth detail about this.
3034 */ 2825 */
3035 2826
3036 /* Basically two ways to go - remove a stat permanently, or just 2827 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2828 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2829 * of death.
3039 */ 2830 */
3040#ifndef COZY_SERVER 2831#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2832 if (settings.balanced_stat_loss)
3042 { 2833 {
3043 /* If stat loss is permanent, lose one stat only. */ 2834 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2835 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2836 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2837 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2838 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2839 little bit harder. */
3049 /* GD */ 2840 /* GD */
3050 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2842 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2843 else
3056 { 2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 }
2846 else
2847 {
3057 num_stats_lose = 1; 2848 num_stats_lose = 1;
3058 } 2849 }
3059 lost_a_stat = 0; 2850 lost_a_stat = 0;
3060 2851
3061 for (z = 0; z < num_stats_lose; z++) 2852 for (z = 0; z < num_stats_lose; z++)
3062 { 2853 {
3063 i = RANDOM () % NUM_STATS; 2854 i = RANDOM () % NUM_STATS;
3064 2855
3065 if (settings.stat_loss_on_death) 2856 if (settings.stat_loss_on_death)
3066 { 2857 {
3067 /* Pick a random stat and take a point off it. Tell the player 2858 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2859 * what he lost.
3069 */ 2860 */
3070 change_attr_value (&(op->stats), i, -1); 2861 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2862 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2863 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2864 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2865 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2866 lost_a_stat = 1;
2867 }
2868 else
2869 {
2870 /* deplete a stat */
2871 archetype *deparch = archetype::find ("depletion");
2872 object *dep;
2873
2874 dep = present_arch_in_ob (deparch, op);
2875 if (!dep)
2876 {
2877 dep = arch_to_object (deparch);
2878 insert_ob_in_ob (dep, op);
3076 } 2879 }
3077 else 2880 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss)
3078 { 2882 {
3079 /* deplete a stat */ 2883 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2884 /* Get the stat that we're about to deplete. */
3081 object *dep; 2885 this_stat = get_attr_value (&(dep->stats), i);
3082 2886 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2887 {
3086 dep = arch_to_object (deparch); 2888 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2889 int keep_chance = this_stat * this_stat;
3088 } 2890
3089 lose_this_stat = 1; 2891 /* 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) 2892 if (keep_chance < 1)
2893 keep_chance = 1;
2894
2895 /* There is a maximum depletion total per level. */
2896 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2897 {
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; 2898 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2899 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2900 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 } 2901 }
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 */ 2902 else
3131 if (this_stat >= -50)
3132 { 2903 {
3133 change_attr_value (&(dep->stats), i, -1); 2904 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; 2905 lose_this_stat = 0;
2906 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2907 this_stat, keep_chance, loss_chance,
2908 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2909 }
3139 } 2910 }
3140 } 2911 }
2912
2913 if (lose_this_stat)
2914 {
2915 this_stat = get_attr_value (&(dep->stats), i);
2916 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low
2919 * and should be roughly the same, so it shouldn't make a
2920 * difference.
2921 */
2922 if (this_stat >= -50)
2923 {
2924 change_attr_value (&(dep->stats), i, -1);
2925 SET_FLAG (dep, FLAG_APPLIED);
2926 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2927 op->update_stats ();
2928 lost_a_stat = 1;
2929 }
3141 } 2930 }
2931 }
2932 }
3142 /* If no stat lost, tell the player. */ 2933 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2934 if (!lost_a_stat)
3144 { 2935 {
3145 /* determine_god() seems to not work sometimes... why is this? 2936 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2937 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2938 const char *god = determine_god (op);
3148 2939
3149 if (god && (strcmp (god, "none"))) 2940 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); 2941 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2942 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2944 }
3154#else 2945#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2946 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2947#endif
3157 2948
3158 /* Put a gravestone up where the character 'almost' died. List the 2949 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2950 * exp loss on the stone.
3160 */ 2951 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2952 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2953 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2954 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2955 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2956 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); 2957 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; 2958 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2959 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2961
3171 /**************************************/ 2962 /**************************************/
3172 /* */ 2963 /* */
3173 /* Subtract the experience points, */ 2964 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2965 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2966 /* food, and reset HP's... */
3176 /* */ 2967 /* */
3177 /**************************************/ 2968 /**************************************/
3178 2969
3179 /* remove any poisoning and confusion the character may be suffering. */ 2970 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2971 /* restore player */
3181 at = archetype::find ("poisoning"); 2972 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2973 tmp = present_arch_in_ob (at, op);
2974
3183 if (tmp) 2975 if (tmp)
3184 { 2976 {
3185 remove_ob (tmp); 2977 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2979 }
3189 2980
3190 at = archetype::find ("confusion"); 2981 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2982 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2983 if (tmp)
3193 { 2984 {
3194 remove_ob (tmp); 2985 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2987 }
3198 2988
3199 cure_disease (op, 0); /* remove any disease */ 2989 cure_disease (op, 0); /* remove any disease */
3200 2990
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2991 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2992 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2993 if (op->stats.food < 100)
3204 op->stats.food = 900; 2994 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2995 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2998
3209 /* 2999 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 3000 * 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 3001 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 3002 * in the map.
3213 */ 3003 */
3214 3004
3215 if (is_in_shop (op)) 3005 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 3006 remove_unpaid_objects (op->inv, op);
3217 3007
3218 /****************************************/ 3008 /****************************************/
3219 /* */ 3009 /* */
3220 /* Move player to his current respawn- */ 3010 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 3011 /* position (usually last savebed) */
3222 /* */ 3012 /* */
3223 /****************************************/ 3013 /****************************************/
3224 3014
3225 enter_player_savebed (op); 3015 enter_player_savebed (op);
3226 3016
3227 /* Save the player before inserting the force to reduce 3017 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3018 * chance of abuse.
3229 */ 3019 */
3230 op->contr->braced = 0; 3020 op->contr->braced = 0;
3231 save_player (op, 1); 3021 op->contr->save ();
3232 3022
3233 /* it is possible that the player has blown something up 3023 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3024 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3025 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3026 * on the space that might harm the player.
3237 */ 3027 */
3238 will_kill_again = 0; 3028 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3029 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3030 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3031 will_kill_again |= tmp->attacktype;
3242 3032
3243 if (will_kill_again) 3033 if (will_kill_again)
3244 { 3034 {
3245 object *force; 3035 object *force;
3246 int at; 3036 int at;
3247 3037
3248 force = get_archetype (FORCE_NAME); 3038 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3039 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3040 force->speed = 0.1;
3251 force->speed_left = -5.0; 3041 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3042 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3043 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3044 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3045 force->resist[at] = 100;
3256 3046
3257 insert_ob_in_ob (force, op); 3047 insert_ob_in_ob (force, op);
3258 fix_player (op); 3048 op->update_stats ();
3259 3049
3260 } 3050 }
3261 3051
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3052 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} 3053}
3332
3333 3054
3334void 3055void
3335loot_object (object *op) 3056loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 3057{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 3058 object *tmp, *tmp2, *next;
3338 3059
3339 if (op->container) 3060 if (op->container)
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container); 3061 esrv_apply_container (op, op->container); /* close open sack first */
3342 }
3343 3062
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 3063 for (tmp = op->inv; tmp; tmp = next)
3345 { 3064 {
3346 next = tmp->below; 3065 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 3066
3067 if (tmp->invisible)
3348 continue; 3068 continue;
3349 remove_ob (tmp); 3069
3070 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 3071 tmp->x = op->x, tmp->y = op->y;
3351 if (tmp->type == CONTAINER) 3072 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 3073 { /* empty container to ground */
3353 loot_object (tmp); 3074 loot_object (tmp);
3354 } 3075 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3356 { 3077 {
3357 if (tmp->nrof > 1) 3078 if (tmp->nrof > 1)
3358 { 3079 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 3081 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 3082 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 3083 }
3363 else 3084 else
3364 free_object (tmp); 3085 tmp->destroy ();
3365 } 3086 }
3366 else 3087 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 3088 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 3089 }
3369} 3090}
3375 */ 3096 */
3376 3097
3377void 3098void
3378fix_weight (void) 3099fix_weight (void)
3379{ 3100{
3380 player *pl;
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next) 3101 for (player *pl = first_player; pl; pl = pl->next)
3383 { 3102 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 3104
3386 if (old == sum) 3105 if (old == sum)
3387 continue; 3106 continue;
3388 fix_player (pl->ob); 3107 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3108 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 3109 }
3391} 3110}
3392 3111
3393void 3112void
3394fix_luck (void) 3113fix_luck (void)
3395{ 3114{
3396 player *pl;
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next) 3115 for (player *pl = first_player; pl; pl = pl->next)
3399 if (!pl->ob->contr->state) 3116 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3117 pl->ob->change_luck (0);
3401} 3118}
3402
3403 3119
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3120/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3121 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3122 * just treat this as any other spell casting object.
3407 */ 3123 */
3408
3409void 3124void
3410cast_dust (object *op, object *throw_ob, int dir) 3125cast_dust (object *op, object *throw_ob, int dir)
3411{ 3126{
3412 object *skop, *spob; 3127 object *skop, *spob;
3413 3128
3434 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3150 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3151
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3152 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3153
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3154 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3155}
3443 3156
3444void 3157void
3445make_visible (object *op) 3158make_visible (object *op)
3446{ 3159{
3460 object *tmp = NULL; 3173 object *tmp = NULL;
3461 3174
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3176 return 1;
3464 3177
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; 3178 return 0;
3471} 3179}
3472 3180
3473/* look at the surrounding terrain to determine 3181/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3182 * the hideability of this object. Positive levels
3589 if (mflags & P_OUT_OF_MAP) 3297 if (mflags & P_OUT_OF_MAP)
3590 continue; 3298 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3299 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3300 continue;
3593 3301
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3302 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3303 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3304 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3305 return 1;
3598 else if (tmp->type == PLAYER) 3306 else if (tmp->type == PLAYER)
3599 { 3307 {
3653 3361
3654 /* only the viewable area the player sees is updated by LOS 3362 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3363 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3364 * for any meaningful values.
3657 */ 3365 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3369 return 1;
3662 op = op->more; 3370 op = op->more;
3663 } 3371 }
3664 return 0; 3372 return 0;
3665} 3373}
3851 { 3559 {
3852 /* forces in the treasurelist can alter the player's stats */ 3560 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3561 object *skin;
3854 3562
3855 /* first get the dragon skin force */ 3563 /* first get the dragon skin force */
3564 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); 3565 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3566 ;
3567
3857 if (skin == NULL) 3568 if (!skin)
3858 return; 3569 return;
3859 3570
3860 /* adding new spellpath attunements */ 3571 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3572 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3573 {

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