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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.63 by root, Mon Dec 25 17:11:17 2006 UTC

21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h> 25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36player *
41find_player (const char *plname) 37find_player (const char *plname)
42{ 38{
43 player *pl; 39 for_all_players (pl)
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 41 return pl;
49 }; 42
50 return NULL; 43 return 0;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77} 44}
78 45
79void 46void
80display_motd (const object *op) 47display_motd (const object *op)
81{ 48{
85 int comp; 52 int comp;
86 int size; 53 int size;
87 54
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 57 return;
92 } 58
93 motd[0] = '\0'; 59 motd[0] = '\0';
94 size = 0; 60 size = 0;
61
95 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
96 { 63 {
97 if (*buf == '#') 64 if (*buf == '#')
98 continue; 65 continue;
66
99 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 68 size += strlen (buf);
101 } 69 }
70
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
104} 73}
105 74
106void 75void
112 int comp; 81 int comp;
113 int size; 82 int size;
114 83
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 86 return;
119 } 87
120 rules[0] = '\0'; 88 rules[0] = '\0';
121 size = 0; 89 size = 0;
90
122 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
123 { 92 {
124 if (*buf == '#') 93 if (*buf == '#')
125 continue; 94 continue;
95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
127 { 97 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 99 break;
130 } 100 }
101
131 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 103 size += strlen (buf);
133 } 104 }
105
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
136} 108}
137 109
138void 110void
146 int size; 118 int size;
147 119
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 122 return;
123
151 news[0] = '\0'; 124 news[0] = '\0';
152 subject[0] = '\0'; 125 subject[0] = '\0';
153 size = 0; 126 size = 0;
127
154 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 129 {
156 if (*buf == '#') 130 if (*buf == '#')
157 continue; 131 continue;
132
158 if (*buf == '%') 133 if (*buf == '%')
159 { /* send one news */ 134 { /* send one news */
160 if (size > 0) 135 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
162 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
182} 157}
183 158
184int 159/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 160static void
161set_first_map (object *op)
186{ 162{
187 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
188 if (*cp == '-' || *cp == '_') 164 op->x = -1;
189 return 0; 165 op->y = -1;
190 166 enter_exit (op, 0);
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 167}
196 168
197/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
198 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
199 * Caller is responsible for setting the correct map. 171void
200 */ 172player::connect (client *ns)
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{ 173{
211 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
212 int i; 175 ns->pl = this;
213 176
214 if (!p) 177 next = first_player;
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p; 178 first_player = this;
232 179
233 p->next = NULL; 180 ns->update_look = 0;
234 } 181 ns->look_position = 0;
235 182
236 /* Clears basically the entire player structure except 183 clear_los (ob);
237 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 206 */
239 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
240 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
241 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 282 * we deal with that below this point.
243 */ 283 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 287
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
255 289
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 290 gen_sp_armour = 10;
270 p->last_speed = -1; 291 last_speed = -1;
271 p->shoottype = range_none; 292 shoottype = range_none;
272 p->bowtype = bow_normal; 293 bowtype = bow_normal;
273 p->petmode = pet_normal; 294 petmode = pet_normal;
274 p->listening = 10; 295 listening = 10;
275 p->usekeys = containers; 296 usekeys = containers;
276 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 299 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 300
287 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
290 * at zero. 304 * at zero.
291 */ 305 */
292 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 308
296 }
297 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 310 last_resist[i] = -1;
300 } 311
301 p->last_stats.exp = -1; 312 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 314}
308 315
309/* This loads the first map an puts the player on it. */ 316void
310static void 317player::do_destroy ()
311set_first_map (object *op)
312{ 318{
313 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355
356 attachable::do_destroy ();
357}
358
359player::~player ()
360{
361 /* Clear item stack */
362 free (stack_items);
363}
364
319/* Tries to add player on the connection passwd in ns. 365/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 366 * All we can really get in this is some settings like host and display
321 * mode. 367 * mode.
322 */ 368 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 369player *
370player::create ()
371{
372 player *pl = new player;
328 373
329 p = get_player (NULL); 374 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 375
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob);
344
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 376 return pl;
353} 377}
354 378
355/* 379/*
356 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
366 { 390 {
367 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
368 at = first_archetype; 392 at = first_archetype;
369 else 393 else
370 at = at->next; 394 at = at->next;
395
371 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
372 return at; 397 return at;
398
373 if (at == start) 399 if (at == start)
374 { 400 {
375 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 402 exit (-1);
377 } 403 }
378 } 404 }
379} 405}
380 406
381
382object * 407object *
383get_nearest_player (object *mon) 408get_nearest_player (object *mon)
384{ 409{
385 object *op = NULL; 410 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 411 objectlink *ol;
388 unsigned lastdist; 412 unsigned lastdist;
389 rv_vector rv; 413 rv_vector rv;
390 414
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 447 {
424 op = ol->ob; 448 op = ol->ob;
425 lastdist = rv.distance; 449 lastdist = rv.distance;
426 } 450 }
427 } 451 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 452
429 { 453 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
434 { 456 {
435 op = pl->ob; 457 op = pl->ob;
436 lastdist = rv.distance; 458 lastdist = rv.distance;
437 } 459 }
438 } 460
439 }
440#if 0 461#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 463#endif
443 return op; 464 return op;
444} 465}
462 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 485 * is probably not a good thing.
465 */ 486 */
466#define MAX_SPACES 50 487#define MAX_SPACES 50
467
468 488
469/* 489/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
712 link_player_skills (pl); 732 link_player_skills (pl);
713} 733}
714 734
715void 735void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
800{ 737{
801 if (party == NULL) 738 if (party == NULL)
802 { 739 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 741 return;
805 } 742 }
743
806 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 748}
811
812 749
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 751static int
815roll_stat (void) 752roll_stat (void)
816{ 753{
817 int a[4], i, j, k; 754 int a[4], i, j, k;
818 755
819 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 760 if (a[i] < k)
824 k = a[i], j = i; 761 k = a[i], j = i;
825 762
826 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 764 if (i != j)
829 k += a[i]; 765 k += a[i];
830 } 766
831 return k; 767 return k;
832} 768}
833 769
834void 770void
835roll_stats (object *op) 771object::roll_stats ()
836{ 772{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 773 int statsort [7];
840 774
841 do 775 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 776 {
852 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
853 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
854 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 787
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
887 795
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 796 stats.exp = 0;
899 op->stats.ac = 0; 797 stats.ac = 0;
900 798
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
909 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
910} 811}
911 812
912void 813void
913Roll_Again (object *op) 814object::swap_stats (int a, int b)
914{ 815{
915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919
920void
921Swap_Stat (object *op, int Swap_Second)
922{
923 signed char tmp;
924 char buf[MAX_BUF];
925
926 if (op->contr->Swap_First == -1)
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 816 int tmp = get_attr_value (&contr->orig_stats, a);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 818 set_attr_value (&contr->orig_stats, b, tmp);
939 819
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 820 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 821 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 822 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 823 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 824 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 825 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 830 stats.ac = 0;
950 831
951 op->level = 1; 832 level = 1;
952 op->stats.exp = 0; 833 stats.exp = 0;
953 op->stats.ac = 0; 834 stats.ac = 0;
954 835
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp; 836 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
963 op->contr->orig_stats = op->stats; 846 contr->orig_stats = stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 { 847 }
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 848}
1041 849
1042/* This function takes the key that is passed, and does the 850/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 851 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 852 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 853 * separate race and class; this actually changes the RACE,
1046 * not the class. 854 * not the class.
1047 */ 855 */
1048
1049int 856int
1050key_change_class (object *op, char key) 857key_change_class (object *op, char key)
1051{ 858{
1052 int tmp_loop; 859 int tmp_loop;
1053 860
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 861 if (key == 'd' || key == 'D')
1061 { 862 {
1062 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
1063 864
1064 /* this must before then initial items are given */ 865 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 870 create_treasure (tl, op, 0, 0, 0);
1070 871
1071 INVOKE_PLAYER (BIRTH, op->contr); 872 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 873 INVOKE_PLAYER (LOGIN, op->contr);
1073 874
1074 op->contr->state = ST_PLAYING; 875 op->contr->ns->state = ST_PLAYING;
1075 876
1076 if (op->msg) 877 if (op->msg)
1077 op->msg = NULL; 878 op->msg = NULL;
1078 879
1079 /* We create this now because some of the unique maps will need it 880 /* We create this now because some of the unique maps will need it
1088 start_info (op); 889 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 890 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 891 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 892 link_player_skills (op);
1092 esrv_send_inventory (op, op); 893 esrv_send_inventory (op, op);
1093 fix_player (op); 894 op->update_stats ();
1094 895
1095 /* This moves the player to a different start map, if there 896 /* This moves the player to a different start map, if there
1096 * is one for this race 897 * is one for this race
1097 */ 898 */
1098 if (*first_map_ext_path) 899 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 910 * if the map isn't there, then stay on the
1110 * default initial map */ 911 * default initial map */
1111 tmp->destroy (); 912 tmp->destroy ();
1112 } 913 }
1113 else 914 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 915 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 916
1117 return 0; 917 return 0;
1118 } 918 }
1119 919
1120 /* Following actually changes the race - this is the default command 920 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 921 * if we don't match with one of the options above.
1125 while (!tmp_loop) 925 while (!tmp_loop)
1126 { 926 {
1127 shstr name = op->name; 927 shstr name = op->name;
1128 int x = op->x, y = op->y; 928 int x = op->x, y = op->y;
1129 929
1130 remove_statbonus (op); 930 op->remove_statbonus ();
1131 op->remove (); 931 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 932 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 933 op->arch->clone.copy_to (op);
1134 op->instantiate (); 934 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 935 op->stats = op->contr->orig_stats;
1137 op->x = x; 937 op->x = x;
1138 op->y = y; 938 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 939 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 940 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 941 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 942 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 943 tmp_loop = allowed_class (op);
1144 } 944 }
1145 945
1146 update_object (op, UP_OBJ_FACE); 946 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 947 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 948 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 949 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 950 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 951 op->stats.grace = 0;
1152 952
1153 if (op->msg) 953 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 954 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 955
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 956 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; 957 return 0;
1158} 958}
1159 959
1160int 960int
1161key_confirm_quit (object *op, char key) 961key_confirm_quit (object *op, char key)
1162{ 962{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 964 {
1167 op->contr->state = ST_PLAYING; 965 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 967 return 1;
1170 } 968 }
1171 969
1172 INVOKE_PLAYER (LOGOUT, op->contr); 970 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 975 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 977
1180 strcpy (op->contr->killer, "quit"); 978 strcpy (op->contr->killer, "quit");
1181 check_score (op); 979 check_score (op);
1182 op->contr->party = NULL; 980 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 981 op->contr->own_title[0] = '\0';
1185 982
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 983 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 984
985 delete ob->contr;
986
1190 /* We need to hunt for any per player unique maps in memory and 987 /* 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, 988 * 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 989 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 990 */
991 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 993
1196 { 994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
1197 next = mp->next; 996 next = mp->next;
997
1198 if (!strncmp (mp->path, buf, strlen (buf))) 998 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 999 delete_map (mp);
1200 } 1000 }
1201 1001
1202 delete_character (op->name, 1); 1002 delete_character (ob->name, 1);
1203 }
1204 1003
1205 play_again (op);
1206 return 1; 1004 return 1;
1207} 1005}
1208 1006
1209void 1007void
1210flee_player (object *op) 1008flee_player (object *op)
1241 { 1039 {
1242 op->enemy = NULL; 1040 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1041 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1042 return;
1245 } 1043 }
1044
1246 get_rangevector (op, op->enemy, &rv, 0); 1045 get_rangevector (op, op->enemy, &rv, 0);
1247 1046
1248 dir = absdir (4 + rv.direction); 1047 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1048 for (diff = 0; diff < 3; diff++)
1250 { 1049 {
1251 int m = 1 - (RANDOM () & 2); 1050 int m = 1 - (RANDOM () & 2);
1252 1051
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1052 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1053 return;
1256 }
1257 } 1054 }
1055
1258 /* Cornered, get rid of scared */ 1056 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1057 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1058 op->enemy = NULL;
1261} 1059}
1262 1060
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1146 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1147 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1148 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1150 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1153 }
1154
1384 /* philosophy: 1155 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1156 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1157 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1158 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1159 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1160 * example.
1390 * The drawback: right now it has no frontend, so you need to 1161 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1162 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1163 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1589 if (!dir)
1819 { 1590 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1591 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1592 return 0;
1822 } 1593 }
1594
1823 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1596 bow = op->contr->ranges[range_bow];
1825 else 1597 else
1826 { 1598 {
1827 for (bow = op->inv; bow; bow = bow->below) 1599 for (bow = op->inv; bow; bow = bow->below)
1835 { 1607 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1609 return 0;
1838 } 1610 }
1839 } 1611 }
1612
1840 if (!bow->race || !bow->skill) 1613 if (!bow->race || !bow->skill)
1841 { 1614 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1616 return 0;
1844 } 1617 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1619 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1620
1848 /* penalize ROF for bestarrow */ 1621 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1622 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1623 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624
1851 if (bowspeed < 1) 1625 if (bowspeed < 1)
1852 bowspeed = 1; 1626 bowspeed = 1;
1853 1627
1854 if (arrow == NULL) 1628 if (arrow == NULL)
1855 { 1629 {
1861 else 1635 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1636 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1637 return 0;
1864 } 1638 }
1865 } 1639 }
1640
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1641 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1642 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1643 return 0;
1870 } 1644
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1645 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1646 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1647 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1648 return 0;
1875 } 1649 }
1881 return 0; 1655 return 0;
1882 } 1656 }
1883 1657
1884 left = arrow; /* these are arrows left to the player */ 1658 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1659 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1660 if (!arrow)
1887 { 1661 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1662 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1663 return 0;
1890 } 1664 }
1665
1891 arrow->set_owner (op); 1666 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1667 arrow->skill = bow->skill;
1893 1668
1894 arrow->direction = dir; 1669 arrow->direction = dir;
1895 arrow->x = sx; 1670 arrow->x = sx;
1896 arrow->y = sy; 1671 arrow->y = sy;
1897 1672
1898 if (op->type == PLAYER) 1673 if (op->type == PLAYER)
1899 { 1674 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1676 op->update_stats ();
1902 } 1677 }
1903 1678
1904 SET_ANIMATION (arrow, arrow->direction); 1679 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1681 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1682 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1683 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1684 arrow->spellarg = strdup (arrow->slaying);
1910 1685
1911 /* Note that this was different for monsters - they got their level 1686 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1687 * added to the damage. I think the strength bonus is more proper.
1913 */ 1688 */
1914 1689
1938 } 1713 }
1939 1714
1940 if (arrow->attacktype == AT_PHYSICAL) 1715 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1942 1717
1943 if (bow->slaying != NULL) 1718 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1719 arrow->slaying = bow->slaying;
1945 1720
1946 arrow->map = m; 1721 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1722 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1839 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1840 item->face = item->arch->clone.face;
2066 item->speed = 0; 1841 item->speed = 0;
2067 update_ob_speed (item); 1842 update_ob_speed (item);
2068 } 1843 }
2069 if ((tmp = is_player_inv (item))) 1844 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1845 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1846 }
2072 } 1847 }
2073 else if (item->type == ROD || item->type == HORN) 1848 else if (item->type == ROD || item->type == HORN)
2074 { 1849 {
2224 * 0 otherwise 1999 * 0 otherwise
2225 */ 2000 */
2226static int 2001static int
2227player_attack_door (object *op, object *door) 2002player_attack_door (object *op, object *door)
2228{ 2003{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 2004 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 2005 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 2006 * otherwise, we fall through to the rest of the code.
2233 */ 2007 */
2234 object *key = find_key (op, op, door); 2008 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2046 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2047 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2048 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2049 * going to try and move (not fire weapons).
2276 */ 2050 */
2277
2278void 2051void
2279move_player_attack (object *op, int dir) 2052move_player_attack (object *op, int dir)
2280{ 2053{
2281 object *tmp, *mon; 2054 object *tmp, *mon;
2282 sint16 nx, ny; 2055 sint16 nx, ny;
2284 maptile *m; 2057 maptile *m;
2285 2058
2286 nx = freearr_x[dir] + op->x; 2059 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2060 ny = freearr_y[dir] + op->y;
2288 2061
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2062 on_battleground = op_on_battleground (op, 0, 0);
2290 2063
2291 /* If braced, or can't move to the square, and it is not out of the 2064 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2065 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2066 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2067 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2079 return; /* Don't think this should happen */
2307 } 2080 }
2308 else 2081 else
2309 m = op->map; 2082 m = op->map;
2310 2083
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2085 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2087 return;
2315 } 2088 }
2316 2089
2317 mon = NULL; 2090 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2091 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2092 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2093 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2094 * on the space
2322 */ 2095 */
2323 while (tmp != NULL) 2096 while (tmp)
2324 { 2097 {
2325 if (tmp == op) 2098 if (tmp == op)
2326 { 2099 {
2327 tmp = tmp->above; 2100 tmp = tmp->above;
2328 continue; 2101 continue;
2338 mon = tmp; 2111 mon = tmp;
2339 2112
2340 tmp = tmp->above; 2113 tmp = tmp->above;
2341 } 2114 }
2342 2115
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2116 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2117 return; /* into a wall */
2345 2118
2346 if (mon->head != NULL) 2119 if (mon->head)
2347 mon = mon->head; 2120 mon = mon->head;
2348 2121
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2122 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2123 if (player_attack_door (op, mon))
2351 return; 2124 return;
2388 * attack them either. 2161 * attack them either.
2389 */ 2162 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2163 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2164 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2165#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2166 (op->contr->peaceful
2394 || (mon->type == PLAYER 2167 || (mon->type == PLAYER
2395 && mon->contr-> 2168 && mon->contr->
2396 peaceful)) && 2169 peaceful)) &&
2397#else 2170#else
2398 op->contr->peaceful && 2171 op->contr->peaceful &&
2399#endif 2172#endif
2400 !on_battleground)) 2173 !on_battleground))
2401 { 2174 {
2402 if (!op->contr->braced) 2175 if (!op->contr->braced)
2403 { 2176 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2177 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2178 (void) push_ob (mon, dir, op);
2406 } 2179 }
2407 else 2180 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2181 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2182
2411 if (op->contr->tmp_invis || op->hide) 2183 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2184 make_visible (op);
2413 } 2185 }
2414 2186
2415 /* If the object is a boulder or other rollable object, then 2187 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2215 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2216
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2217 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2218 }
2447 2219
2448 skill_attack (mon, op, 0, NULL, NULL); 2220 skill_attack (mon, op, 0, 0, 0);
2449 2221
2450 /* If attacking another player, that player gets automatic 2222 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2223 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2224 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2225 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2227 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2228 {
2457 short luck = mon->stats.luck; 2229 short luck = mon->stats.luck;
2458 2230
2459 mon->contr->has_hit = 1; 2231 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2232 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2233 mon->stats.luck = luck;
2462 } 2234 }
2235
2463 if (action_makes_visible (op)) 2236 if (action_makes_visible (op))
2464 make_visible (op); 2237 make_visible (op);
2465 } 2238 }
2466 } /* if player should attack something */ 2239 } /* if player should attack something */
2467} 2240}
2502 2275
2503 /* Add special check for newcs players and fire on - this way, the 2276 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2277 * server can handle repeat firing.
2505 */ 2278 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2279 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2280 op->direction = dir;
2509 }
2510 else 2281 else
2511 {
2512 op->direction = 0; 2282 op->direction = 0;
2513 } 2283
2514 /* Update how the player looks. Use the facing, so direction may 2284 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2285 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2286 * for players.
2517 */ 2287 */
2518 animate_object (op, op->facing); 2288 animate_object (op, op->facing);
2570 2340
2571 /* call this here - we also will call this in do_ericserver, but 2341 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2342 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2343 * called, so we recheck it here.
2574 */ 2344 */
2575 HandleClient (&op->contr->socket, op->contr); 2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2347 ;
2348
2576 if (op->speed_left < 0) 2349 if (op->speed_left < 0)
2577 return 0; 2350 return 0;
2578 2351
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2352 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2353 {
2589 if (op->speed_left > 0) 2362 if (op->speed_left > 0)
2590 return 1; 2363 return 1;
2591 else 2364 else
2592 return 0; 2365 return 0;
2593 } 2366 }
2367
2594 return 0; 2368 return 0;
2595} 2369}
2596 2370
2597int 2371int
2598save_life (object *op) 2372save_life (object *op)
2599{ 2373{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2374 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2375 return 0;
2604 2376
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2377 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2378 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2379 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2380 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2382
2618 op->stats.hp = op->stats.maxhp; 2390 op->stats.hp = op->stats.maxhp;
2619 2391
2620 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2621 op->stats.food = 999; 2393 op->stats.food = 999;
2622 2394
2623 fix_player (op); 2395 op->update_stats ();
2624 return 1; 2396 return 1;
2625 } 2397 }
2398
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2399 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2400 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2401 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2402 return 0;
2630} 2403}
2653 esrv_del_item (env->contr, op->count); 2426 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2427 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2428 }
2656 else if (op->inv) 2429 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2430 remove_unpaid_objects (op->inv, env);
2431
2658 op = next; 2432 op = next;
2659 } 2433 }
2660} 2434}
2661
2662 2435
2663/* 2436/*
2664 * Returns pointer a static string containing gravestone text 2437 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2438 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2439 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2450 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2451 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2452 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2453 else
2681 sprintf (buf, "%s\n", &op->name); 2454 sprintf (buf, "%s\n", &op->name);
2455
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2457 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2459 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2460 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2461 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2462
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2464 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2691 { 2466 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2467 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2468 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2469 strcat (buf2, buf);
2695 } 2470 }
2471
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2472 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2473 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2474 strcat (buf2, buf);
2475
2699 return buf2; 2476 return buf2;
2700} 2477}
2701
2702
2703 2478
2704void 2479void
2705do_some_living (object *op) 2480do_some_living (object *op)
2706{ 2481{
2707 int last_food = op->stats.food; 2482 int last_food = op->stats.food;
2716 const int max_grace = 1; 2491 const int max_grace = 1;
2717 2492
2718 if (op->contr->outputs_sync) 2493 if (op->contr->outputs_sync)
2719 { 2494 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2495 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2496 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]); 2497 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2498 }
2724 2499
2725 if (op->contr->state == ST_PLAYING) 2500 if (op->contr->ns->state == ST_PLAYING)
2726 { 2501 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2502 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2503 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2504 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2505 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2506 else
2733 { 2507 {
2734 gen_hp = op->stats.maxhp; 2508 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2509 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2510 }
2511
2737 if (op->contr->gen_sp >= 0) 2512 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2513 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2514 else
2740 { 2515 {
2741 gen_sp = op->stats.maxsp; 2516 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2517 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2518 }
2519
2744 if (op->contr->gen_grace >= 0) 2520 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2521 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2522 else
2747 { 2523 {
2748 gen_grace = op->stats.maxgrace; 2524 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2542 op->stats.food = last_food;
2767 } 2543 }
2768 } 2544 }
2545
2769 if (max_sp > 1) 2546 if (max_sp > 1)
2770 { 2547 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2548 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2549 if (over_sp > 0)
2773 { 2550 {
2774 if (op->stats.sp < op->stats.maxsp) 2551 if (op->stats.sp < op->stats.maxsp)
2775 { 2552 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2553 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2554
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2555 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2556 op->stats.sp--;
2557
2779 if (op->stats.sp > op->stats.maxsp) 2558 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2559 op->stats.sp = op->stats.maxsp;
2781 } 2560 }
2782 op->last_sp = 0; 2561 op->last_sp = 0;
2783 } 2562 }
2784 else 2563 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2564 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2565 }
2789 else 2566 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2568 }
2794 2569
2795 /* Regenerate Grace */ 2570 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2571 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2572 if (--op->last_grace < 0)
2798 { 2573 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2574 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2575 op->stats.grace++; /* no penalty in food for regaining grace */
2576
2801 if (max_grace > 1) 2577 if (max_grace > 1)
2802 { 2578 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2579 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2580 if (over_grace > 0)
2805 { 2581 {
2833 op->stats.food += op->contr->digestion; 2609 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2610 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2611 op->stats.food = last_food;
2836 } 2612 }
2837 } 2613 }
2614
2838 if (max_hp > 1) 2615 if (max_hp > 1)
2839 { 2616 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2617 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2618 if (over_hp > 0)
2842 { 2619 {
2866 2643
2867 if (op->contr->gen_hp > 0) 2644 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2645 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2646 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2648
2871 /* dms do not consume food */ 2649 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2650 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2651 op->stats.food--;
2874 } 2652 }
2875 }
2876 2653
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2654 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2655 {
2879 object *tmp, *flesh = NULL; 2656 object *tmp, *flesh = 0;
2880 2657
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2658 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2659 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2660 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2661 {
2662 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2664 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2665 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2666 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2667 break;
2891 } 2668 }
2892 else if (tmp->type == FLESH) 2669 else if (tmp->type == FLESH)
2893 flesh = tmp; 2670 flesh = tmp;
2894 } /* End if paid for object */ 2671 } /* End if paid for object */
2895 } /* end of for loop */ 2672 } /* end of for loop */
2673
2896 /* If player is still starving, it means they don't have any food, so 2674 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2675 * eat flesh instead.
2898 */ 2676 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2677 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2678 {
2901 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.");
2902 manual_apply (op, flesh, 0); 2680 manual_apply (op, flesh, 0);
2903 } 2681 }
2904 } /* end if player is starving */ 2682 }
2905 2683
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2684 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2685 op->stats.food++, op->stats.hp--;
2908 2686
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2687 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2688 kill_player (op);
2689 }
2911} 2690}
2912
2913
2914 2691
2915/* If the player should die (lack of hp, food, etc), we call this. 2692/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2693 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2694 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2695 * file.
3025 x = op->x; 2802 x = op->x;
3026 y = op->y; 2803 y = op->y;
3027 map = op->map; 2804 map = op->map;
3028 2805
3029 2806
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2808 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2809 * See the config.h file for a little more in depth detail about this.
3035 */ 2810 */
3036 2811
3037 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2814 * of death.
3040 */ 2815 */
3041#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3043 { 2818 {
3044 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2821 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2824 little bit harder. */
3050 /* GD */ 2825 /* GD */
3051 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2827 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2828 else
3057 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
2832 {
3058 num_stats_lose = 1; 2833 num_stats_lose = 1;
3059 } 2834 }
3060 lost_a_stat = 0; 2835 lost_a_stat = 0;
3061 2836
3062 for (z = 0; z < num_stats_lose; z++) 2837 for (z = 0; z < num_stats_lose; z++)
3063 { 2838 {
3064 i = RANDOM () % NUM_STATS; 2839 i = RANDOM () % NUM_STATS;
3065 2840
3066 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3067 { 2842 {
3068 /* Pick a random stat and take a point off it. Tell the player 2843 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2844 * what he lost.
3070 */ 2845 */
3071 change_attr_value (&(op->stats), i, -1); 2846 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2847 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2848 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2849 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2851 lost_a_stat = 1;
2852 }
2853 else
2854 {
2855 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion");
2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2861 {
2862 dep = arch_to_object (deparch);
2863 insert_ob_in_ob (dep, op);
3077 } 2864 }
3078 else 2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
3079 { 2867 {
3080 /* deplete a stat */ 2868 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2869 /* Get the stat that we're about to deplete. */
3082 object *dep; 2870 this_stat = get_attr_value (&(dep->stats), i);
3083 2871 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2872 {
3087 dep = arch_to_object (deparch); 2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2874 int keep_chance = this_stat * this_stat;
3089 } 2875
3090 lose_this_stat = 1; 2876 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2882 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2883 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2884 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2885 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2886 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2887 else
3132 if (this_stat >= -50)
3133 { 2888 {
3134 change_attr_value (&(dep->stats), i, -1); 2889 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2894 }
3140 } 2895 }
3141 } 2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2901 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low
2904 * and should be roughly the same, so it shouldn't make a
2905 * difference.
2906 */
2907 if (this_stat >= -50)
2908 {
2909 change_attr_value (&(dep->stats), i, -1);
2910 SET_FLAG (dep, FLAG_APPLIED);
2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912 op->update_stats ();
2913 lost_a_stat = 1;
2914 }
3142 } 2915 }
2916 }
2917 }
3143 /* If no stat lost, tell the player. */ 2918 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2919 if (!lost_a_stat)
3145 { 2920 {
3146 /* determine_god() seems to not work sometimes... why is this? 2921 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2922 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2923 const char *god = determine_god (op);
3149 2924
3150 if (god && (strcmp (god, "none"))) 2925 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2926 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2927 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2929 }
3155#else 2930#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2932#endif
3158 2933
3159 /* Put a gravestone up where the character 'almost' died. List the 2934 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2935 * exp loss on the stone.
3161 */ 2936 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2937 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2938 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2939 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2940 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2941 tmp->name_pl = buf;
3167 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); 2942 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);
3168 tmp->msg = buf; 2943 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2946
3172 /**************************************/ 2947 /**************************************/
3173 /* */ 2948 /* */
3174 /* Subtract the experience points, */ 2949 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2950 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2951 /* food, and reset HP's... */
3177 /* */ 2952 /* */
3178 /**************************************/ 2953 /**************************************/
3179 2954
3180 /* remove any poisoning and confusion the character may be suffering. */ 2955 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2956 /* restore player */
3182 at = archetype::find ("poisoning"); 2957 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2958 tmp = present_arch_in_ob (at, op);
3184 2959
3185 if (tmp) 2960 if (tmp)
3186 { 2961 {
3187 tmp->destroy (); 2962 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2964 }
3190 2965
3191 at = archetype::find ("confusion"); 2966 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2967 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2968 if (tmp)
3194 { 2969 {
3195 tmp->destroy (); 2970 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2972 }
3198 2973
3199 cure_disease (op, 0); /* remove any disease */ 2974 cure_disease (op, 0); /* remove any disease */
3200 2975
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2976 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2977 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2978 if (op->stats.food < 100)
3204 op->stats.food = 900; 2979 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2980 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2983
3209 /* 2984 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2985 * 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 2986 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2987 * in the map.
3213 */ 2988 */
3214 2989
3215 if (is_in_shop (op)) 2990 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2991 remove_unpaid_objects (op->inv, op);
3217 2992
3218 /****************************************/ 2993 /****************************************/
3219 /* */ 2994 /* */
3220 /* Move player to his current respawn- */ 2995 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2996 /* position (usually last savebed) */
3222 /* */ 2997 /* */
3223 /****************************************/ 2998 /****************************************/
3224 2999
3225 enter_player_savebed (op); 3000 enter_player_savebed (op);
3226 3001
3227 /* Save the player before inserting the force to reduce 3002 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3003 * chance of abuse.
3229 */ 3004 */
3230 op->contr->braced = 0; 3005 op->contr->braced = 0;
3231 save_player (op, 1); 3006 op->contr->save ();
3232 3007
3233 /* it is possible that the player has blown something up 3008 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3009 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3010 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3011 * on the space that might harm the player.
3237 */ 3012 */
3238 will_kill_again = 0; 3013 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3015 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3016 will_kill_again |= tmp->attacktype;
3242 3017
3243 if (will_kill_again) 3018 if (will_kill_again)
3244 { 3019 {
3245 object *force; 3020 object *force;
3246 int at; 3021 int at;
3247 3022
3248 force = get_archetype (FORCE_NAME); 3023 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3024 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3025 force->speed = 0.1;
3251 force->speed_left = -5.0; 3026 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3027 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3028 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3029 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3030 force->resist[at] = 100;
3256 3031
3257 insert_ob_in_ob (force, op); 3032 insert_ob_in_ob (force, op);
3258 fix_player (op); 3033 op->update_stats ();
3259 3034
3260 } 3035 }
3261 3036
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3037 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 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 3038}
3331
3332 3039
3333void 3040void
3334loot_object (object *op) 3041loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3042{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3043 object *tmp, *tmp2, *next;
3337 3044
3338 if (op->container) 3045 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3046 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3047
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3048 for (tmp = op->inv; tmp; tmp = next)
3344 { 3049 {
3345 next = tmp->below; 3050 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3051
3052 if (tmp->invisible)
3347 continue; 3053 continue;
3054
3348 tmp->remove (); 3055 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3056 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3057 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3058 { /* empty container to ground */
3352 loot_object (tmp); 3059 loot_object (tmp);
3374 */ 3081 */
3375 3082
3376void 3083void
3377fix_weight (void) 3084fix_weight (void)
3378{ 3085{
3379 player *pl; 3086 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3087 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3089
3385 if (old == sum) 3090 if (old == sum)
3386 continue; 3091 continue;
3387 fix_player (pl->ob); 3092 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3094 }
3390} 3095}
3391 3096
3392void 3097void
3393fix_luck (void) 3098fix_luck (void)
3394{ 3099{
3395 player *pl; 3100 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3101 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3102 pl->ob->change_luck (0);
3400} 3103}
3401
3402 3104
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3105/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3106 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3107 * just treat this as any other spell casting object.
3406 */ 3108 */
3407
3408void 3109void
3409cast_dust (object *op, object *throw_ob, int dir) 3110cast_dust (object *op, object *throw_ob, int dir)
3410{ 3111{
3411 object *skop, *spob; 3112 object *skop, *spob;
3412 3113
3457 object *tmp = NULL; 3158 object *tmp = NULL;
3458 3159
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3161 return 1;
3461 3162
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3163 return 0;
3468} 3164}
3469 3165
3470/* look at the surrounding terrain to determine 3166/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3167 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3282 if (mflags & P_OUT_OF_MAP)
3587 continue; 3283 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3284 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3285 continue;
3590 3286
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3287 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3288 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3289 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3290 return 1;
3595 else if (tmp->type == PLAYER) 3291 else if (tmp->type == PLAYER)
3596 { 3292 {
3650 3346
3651 /* only the viewable area the player sees is updated by LOS 3347 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3348 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3349 * for any meaningful values.
3654 */ 3350 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3354 return 1;
3659 op = op->more; 3355 op = op->more;
3660 } 3356 }
3661 return 0; 3357 return 0;
3662} 3358}
3848 { 3544 {
3849 /* forces in the treasurelist can alter the player's stats */ 3545 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3546 object *skin;
3851 3547
3852 /* first get the dragon skin force */ 3548 /* first get the dragon skin force */
3549 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3551 ;
3552
3854 if (skin == NULL) 3553 if (!skin)
3855 return; 3554 return;
3856 3555
3857 /* adding new spellpath attunements */ 3556 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3558 {

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