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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 1.65 by root, Tue Dec 26 04:05:56 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
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
319/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
321 * mode. 365 * mode.
322 */ 366 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
328 371
329 p = get_player (NULL); 372 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));
332 373
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; 374 return pl;
353} 375}
354 376
355/* 377/*
356 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
366 { 388 {
367 if (at == NULL || at->next == NULL) 389 if (at == NULL || at->next == NULL)
368 at = first_archetype; 390 at = first_archetype;
369 else 391 else
370 at = at->next; 392 at = at->next;
393
371 if (at->clone.type == PLAYER) 394 if (at->clone.type == PLAYER)
372 return at; 395 return at;
396
373 if (at == start) 397 if (at == start)
374 { 398 {
375 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 400 exit (-1);
377 } 401 }
378 } 402 }
379} 403}
380 404
381
382object * 405object *
383get_nearest_player (object *mon) 406get_nearest_player (object *mon)
384{ 407{
385 object *op = NULL; 408 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 409 objectlink *ol;
388 unsigned lastdist; 410 unsigned lastdist;
389 rv_vector rv; 411 rv_vector rv;
390 412
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 445 {
424 op = ol->ob; 446 op = ol->ob;
425 lastdist = rv.distance; 447 lastdist = rv.distance;
426 } 448 }
427 } 449 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 450
429 { 451 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
434 { 454 {
435 op = pl->ob; 455 op = pl->ob;
436 lastdist = rv.distance; 456 lastdist = rv.distance;
437 } 457 }
438 } 458
439 }
440#if 0 459#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 461#endif
443 return op; 462 return op;
444} 463}
462 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 483 * is probably not a good thing.
465 */ 484 */
466#define MAX_SPACES 50 485#define MAX_SPACES 50
467
468 486
469/* 487/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 729 /* Need to set up the skill pointers */
712 link_player_skills (pl); 730 link_player_skills (pl);
713} 731}
714 732
715void 733void
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) 734get_party_password (object *op, partylist *party)
800{ 735{
801 if (party == NULL) 736 if (party == NULL)
802 { 737 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 739 return;
805 } 740 }
741
806 op->contr->write_buf[0] = '\0'; 742 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 746}
811
812 747
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 749static int
815roll_stat (void) 750roll_stat (void)
816{ 751{
817 int a[4], i, j, k; 752 int a[4], i, j, k;
818 753
819 for (i = 0; i < 4; i++) 754 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 758 if (a[i] < k)
824 k = a[i], j = i; 759 k = a[i], j = i;
825 760
826 for (i = 0, k = 0; i < 4; i++) 761 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 762 if (i != j)
829 k += a[i]; 763 k += a[i];
830 } 764
831 return k; 765 return k;
832} 766}
833 767
834void 768void
835roll_stats (object *op) 769object::roll_stats ()
836{ 770{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 771 int statsort [7];
840 772
841 do 773 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 } 774 {
852 while (sum < 82 || sum > 116); 775 int sum = 0;
776 for (int i = 7; i--; )
777 sum += statsort [i] = roll_stat ();
853 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
854 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 784 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;
862 785
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]; 786 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
887 793
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; 794 stats.exp = 0;
899 op->stats.ac = 0; 795 stats.ac = 0;
900 796
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; 797 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 798 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
803 contr->levhp[1] = 9;
804 contr->levsp[1] = 6;
805 contr->levgrace[1] = 3;
806
909 op->contr->orig_stats = op->stats; 807 contr->orig_stats = stats;
808 }
910} 809}
911 810
912void 811void
913Roll_Again (object *op) 812object::swap_stats (int a, int b)
914{ 813{
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); 814 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)); 815 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); 816 set_attr_value (&contr->orig_stats, b, tmp);
939 817
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; 818 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 819 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 820 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 821 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 822 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 823 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 824 stats.Cha = contr->orig_stats.Cha;
825
826 //TODO: the following code looks so borked and should, at the very least,
827 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 828 stats.ac = 0;
950 829
951 op->level = 1; 830 level = 1;
952 op->stats.exp = 0; 831 stats.exp = 0;
953 op->stats.ac = 0; 832 stats.ac = 0;
954 833
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; 834 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 835 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 836 stats.grace = stats.maxgrace;
837
838 if (contr)
839 {
840 contr->levhp[1] = 9;
841 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3;
843
963 op->contr->orig_stats = op->stats; 844 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 { 845 }
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} 846}
1041 847
1042/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1046 * not the class. 852 * not the class.
1047 */ 853 */
1048
1049int 854int
1050key_change_class (object *op, char key) 855key_change_class (object *op, char key)
1051{ 856{
1052 int tmp_loop; 857 int tmp_loop;
1053 858
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 859 if (key == 'd' || key == 'D')
1061 { 860 {
1062 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
1063 862
1064 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 868 create_treasure (tl, op, 0, 0, 0);
1070 869
1071 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
1073 872
1074 op->contr->state = ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
1075 874
1076 if (op->msg) 875 if (op->msg)
1077 op->msg = NULL; 876 op->msg = NULL;
1078 877
1079 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
1088 start_info (op); 887 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 889 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 890 link_player_skills (op);
1092 esrv_send_inventory (op, op); 891 esrv_send_inventory (op, op);
1093 fix_player (op); 892 op->update_stats ();
1094 893
1095 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1096 * is one for this race 895 * is one for this race
1097 */ 896 */
1098 if (*first_map_ext_path) 897 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1110 * default initial map */ 909 * default initial map */
1111 tmp->destroy (); 910 tmp->destroy ();
1112 } 911 }
1113 else 912 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 914
1117 return 0; 915 return 0;
1118 } 916 }
1119 917
1120 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1125 while (!tmp_loop) 923 while (!tmp_loop)
1126 { 924 {
1127 shstr name = op->name; 925 shstr name = op->name;
1128 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
1129 927
1130 remove_statbonus (op); 928 op->remove_statbonus ();
1131 op->remove (); 929 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 930 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 931 op->arch->clone.copy_to (op);
1134 op->instantiate (); 932 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1137 op->x = x; 935 op->x = x;
1138 op->y = y; 936 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 938 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 939 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 940 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 941 tmp_loop = allowed_class (op);
1144 } 942 }
1145 943
1146 update_object (op, UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 945 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 946 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 949 op->stats.grace = 0;
1152 950
1153 if (op->msg) 951 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 953
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1158} 956}
1159 957
1160int 958int
1161key_confirm_quit (object *op, char key) 959key_confirm_quit (object *op, char key)
1162{ 960{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 962 {
1167 op->contr->state = ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 965 return 1;
1170 } 966 }
1171 967
1172 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 969 INVOKE_PLAYER (QUIT, op->contr);
970
971 op->contr->enable_save = false;
1174 972
1175 terminate_all_pets (op); 973 terminate_all_pets (op);
1176 leave_map (op); 974 leave_map (op);
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
1190 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 988 */
989 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 991
1196 { 992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1197 next = mp->next; 994 next = mp->next;
995
1198 if (!strncmp (mp->path, buf, strlen (buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 997 delete_map (mp);
1200 } 998 }
1201 999
1202 delete_character (op->name, 1); 1000 delete_character (ob->name, 1);
1203 } 1001 ob->contr->destroy ();
1204 1002
1205 play_again (op);
1206 return 1; 1003 return 1;
1207} 1004}
1208 1005
1209void 1006void
1210flee_player (object *op) 1007flee_player (object *op)
1241 { 1038 {
1242 op->enemy = NULL; 1039 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1041 return;
1245 } 1042 }
1043
1246 get_rangevector (op, op->enemy, &rv, 0); 1044 get_rangevector (op, op->enemy, &rv, 0);
1247 1045
1248 dir = absdir (4 + rv.direction); 1046 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1047 for (diff = 0; diff < 3; diff++)
1250 { 1048 {
1251 int m = 1 - (RANDOM () & 2); 1049 int m = 1 - (RANDOM () & 2);
1252 1050
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1051 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1052 return;
1256 }
1257 } 1053 }
1054
1258 /* Cornered, get rid of scared */ 1055 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1056 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1057 op->enemy = NULL;
1261} 1058}
1262 1059
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1145 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)))); 1146 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1147 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1148 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)))); 1149 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1151 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 } 1152 }
1153
1384 /* philosophy: 1154 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1155 * 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 1156 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1157 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1158 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1159 * example.
1390 * The drawback: right now it has no frontend, so you need to 1160 * 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 1161 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1162 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1588 if (!dir)
1819 { 1589 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1591 return 0;
1822 } 1592 }
1593
1823 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1595 bow = op->contr->ranges[range_bow];
1825 else 1596 else
1826 { 1597 {
1827 for (bow = op->inv; bow; bow = bow->below) 1598 for (bow = op->inv; bow; bow = bow->below)
1835 { 1606 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1608 return 0;
1838 } 1609 }
1839 } 1610 }
1611
1840 if (!bow->race || !bow->skill) 1612 if (!bow->race || !bow->skill)
1841 { 1613 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1615 return 0;
1844 } 1616 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1619
1848 /* penalize ROF for bestarrow */ 1620 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1851 if (bowspeed < 1) 1624 if (bowspeed < 1)
1852 bowspeed = 1; 1625 bowspeed = 1;
1853 1626
1854 if (arrow == NULL) 1627 if (arrow == NULL)
1855 { 1628 {
1861 else 1634 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1635 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1636 return 0;
1864 } 1637 }
1865 } 1638 }
1639
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1641 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1642 return 0;
1870 } 1643
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1644 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1645 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1647 return 0;
1875 } 1648 }
1881 return 0; 1654 return 0;
1882 } 1655 }
1883 1656
1884 left = arrow; /* these are arrows left to the player */ 1657 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1658 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1659 if (!arrow)
1887 { 1660 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1661 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1662 return 0;
1890 } 1663 }
1664
1891 arrow->set_owner (op); 1665 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1666 arrow->skill = bow->skill;
1893 1667
1894 arrow->direction = dir; 1668 arrow->direction = dir;
1895 arrow->x = sx; 1669 arrow->x = sx;
1896 arrow->y = sy; 1670 arrow->y = sy;
1897 1671
1898 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1899 { 1673 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1675 op->update_stats ();
1902 } 1676 }
1903 1677
1904 SET_ANIMATION (arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1681 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1682 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1683 arrow->spellarg = strdup (arrow->slaying);
1910 1684
1911 /* Note that this was different for monsters - they got their level 1685 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1686 * added to the damage. I think the strength bonus is more proper.
1913 */ 1687 */
1914 1688
1938 } 1712 }
1939 1713
1940 if (arrow->attacktype == AT_PHYSICAL) 1714 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1715 arrow->attacktype |= bow->attacktype;
1942 1716
1943 if (bow->slaying != NULL) 1717 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1718 arrow->slaying = bow->slaying;
1945 1719
1946 arrow->map = m; 1720 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
2066 item->speed = 0; 1840 item->speed = 0;
2067 update_ob_speed (item); 1841 update_ob_speed (item);
2068 } 1842 }
2069 if ((tmp = is_player_inv (item))) 1843 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1845 }
2072 } 1846 }
2073 else if (item->type == ROD || item->type == HORN) 1847 else if (item->type == ROD || item->type == HORN)
2074 { 1848 {
2224 * 0 otherwise 1998 * 0 otherwise
2225 */ 1999 */
2226static int 2000static int
2227player_attack_door (object *op, object *door) 2001player_attack_door (object *op, object *door)
2228{ 2002{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 2003 /* 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 - 2004 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 2005 * otherwise, we fall through to the rest of the code.
2233 */ 2006 */
2234 object *key = find_key (op, op, door); 2007 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2045 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2046 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2047 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2048 * going to try and move (not fire weapons).
2276 */ 2049 */
2277
2278void 2050void
2279move_player_attack (object *op, int dir) 2051move_player_attack (object *op, int dir)
2280{ 2052{
2281 object *tmp, *mon; 2053 object *tmp, *mon;
2282 sint16 nx, ny; 2054 sint16 nx, ny;
2284 maptile *m; 2056 maptile *m;
2285 2057
2286 nx = freearr_x[dir] + op->x; 2058 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2059 ny = freearr_y[dir] + op->y;
2288 2060
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2061 on_battleground = op_on_battleground (op, 0, 0);
2290 2062
2291 /* If braced, or can't move to the square, and it is not out of the 2063 /* 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 2064 * 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 2065 * 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 2066 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2078 return; /* Don't think this should happen */
2307 } 2079 }
2308 else 2080 else
2309 m = op->map; 2081 m = op->map;
2310 2082
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2084 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2086 return;
2315 } 2087 }
2316 2088
2317 mon = NULL; 2089 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2090 /* 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. 2091 * 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 2092 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2093 * on the space
2322 */ 2094 */
2323 while (tmp != NULL) 2095 while (tmp)
2324 { 2096 {
2325 if (tmp == op) 2097 if (tmp == op)
2326 { 2098 {
2327 tmp = tmp->above; 2099 tmp = tmp->above;
2328 continue; 2100 continue;
2338 mon = tmp; 2110 mon = tmp;
2339 2111
2340 tmp = tmp->above; 2112 tmp = tmp->above;
2341 } 2113 }
2342 2114
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2115 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2116 return; /* into a wall */
2345 2117
2346 if (mon->head != NULL) 2118 if (mon->head)
2347 mon = mon->head; 2119 mon = mon->head;
2348 2120
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2121 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2122 if (player_attack_door (op, mon))
2351 return; 2123 return;
2388 * attack them either. 2160 * attack them either.
2389 */ 2161 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2162 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2163 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2164#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2165 (op->contr->peaceful
2394 || (mon->type == PLAYER 2166 || (mon->type == PLAYER
2395 && mon->contr-> 2167 && mon->contr->
2396 peaceful)) && 2168 peaceful)) &&
2397#else 2169#else
2398 op->contr->peaceful && 2170 op->contr->peaceful &&
2399#endif 2171#endif
2400 !on_battleground)) 2172 !on_battleground))
2401 { 2173 {
2402 if (!op->contr->braced) 2174 if (!op->contr->braced)
2403 { 2175 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2176 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2177 (void) push_ob (mon, dir, op);
2406 } 2178 }
2407 else 2179 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2180 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2181
2411 if (op->contr->tmp_invis || op->hide) 2182 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2183 make_visible (op);
2413 } 2184 }
2414 2185
2415 /* If the object is a boulder or other rollable object, then 2186 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2214 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2215
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2217 }
2447 2218
2448 skill_attack (mon, op, 0, NULL, NULL); 2219 skill_attack (mon, op, 0, 0, 0);
2449 2220
2450 /* If attacking another player, that player gets automatic 2221 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2222 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2223 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2224 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2226 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2227 {
2457 short luck = mon->stats.luck; 2228 short luck = mon->stats.luck;
2458 2229
2459 mon->contr->has_hit = 1; 2230 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2231 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2232 mon->stats.luck = luck;
2462 } 2233 }
2234
2463 if (action_makes_visible (op)) 2235 if (action_makes_visible (op))
2464 make_visible (op); 2236 make_visible (op);
2465 } 2237 }
2466 } /* if player should attack something */ 2238 } /* if player should attack something */
2467} 2239}
2502 2274
2503 /* Add special check for newcs players and fire on - this way, the 2275 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2276 * server can handle repeat firing.
2505 */ 2277 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2278 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2279 op->direction = dir;
2509 }
2510 else 2280 else
2511 {
2512 op->direction = 0; 2281 op->direction = 0;
2513 } 2282
2514 /* Update how the player looks. Use the facing, so direction may 2283 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2284 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2285 * for players.
2517 */ 2286 */
2518 animate_object (op, op->facing); 2287 animate_object (op, op->facing);
2570 2339
2571 /* call this here - we also will call this in do_ericserver, but 2340 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2341 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2342 * called, so we recheck it here.
2574 */ 2343 */
2575 HandleClient (&op->contr->socket, op->contr); 2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2346 ;
2347
2576 if (op->speed_left < 0) 2348 if (op->speed_left < 0)
2577 return 0; 2349 return 0;
2578 2350
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2351 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2352 {
2589 if (op->speed_left > 0) 2361 if (op->speed_left > 0)
2590 return 1; 2362 return 1;
2591 else 2363 else
2592 return 0; 2364 return 0;
2593 } 2365 }
2366
2594 return 0; 2367 return 0;
2595} 2368}
2596 2369
2597int 2370int
2598save_life (object *op) 2371save_life (object *op)
2599{ 2372{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2373 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2374 return 0;
2604 2375
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2376 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2377 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2378 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2379 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)); 2380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2381
2618 op->stats.hp = op->stats.maxhp; 2389 op->stats.hp = op->stats.maxhp;
2619 2390
2620 if (op->stats.food < 0) 2391 if (op->stats.food < 0)
2621 op->stats.food = 999; 2392 op->stats.food = 999;
2622 2393
2623 fix_player (op); 2394 op->update_stats ();
2624 return 1; 2395 return 1;
2625 } 2396 }
2397
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2398 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2400 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2401 return 0;
2630} 2402}
2653 esrv_del_item (env->contr, op->count); 2425 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2426 insert_ob_in_map (op, env->map, NULL, 0);
2655 } 2427 }
2656 else if (op->inv) 2428 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2429 remove_unpaid_objects (op->inv, env);
2430
2658 op = next; 2431 op = next;
2659 } 2432 }
2660} 2433}
2661
2662 2434
2663/* 2435/*
2664 * Returns pointer a static string containing gravestone text 2436 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2437 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2438 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2449 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2450 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2451 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2452 else
2681 sprintf (buf, "%s\n", &op->name); 2453 sprintf (buf, "%s\n", &op->name);
2454
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2455 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2456 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2458 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2459 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2460 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2463 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2691 { 2465 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2466 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2467 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2468 strcat (buf2, buf);
2695 } 2469 }
2470
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2471 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2472 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2473 strcat (buf2, buf);
2474
2699 return buf2; 2475 return buf2;
2700} 2476}
2701
2702
2703 2477
2704void 2478void
2705do_some_living (object *op) 2479do_some_living (object *op)
2706{ 2480{
2707 int last_food = op->stats.food; 2481 int last_food = op->stats.food;
2716 const int max_grace = 1; 2490 const int max_grace = 1;
2717 2491
2718 if (op->contr->outputs_sync) 2492 if (op->contr->outputs_sync)
2719 { 2493 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2494 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) 2495 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]); 2496 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2497 }
2724 2498
2725 if (op->contr->state == ST_PLAYING) 2499 if (op->contr->ns->state == ST_PLAYING)
2726 { 2500 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2501 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2502 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2503 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2504 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2505 else
2733 { 2506 {
2734 gen_hp = op->stats.maxhp; 2507 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2508 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2509 }
2510
2737 if (op->contr->gen_sp >= 0) 2511 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2512 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2513 else
2740 { 2514 {
2741 gen_sp = op->stats.maxsp; 2515 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2516 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2517 }
2518
2744 if (op->contr->gen_grace >= 0) 2519 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2520 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2521 else
2747 { 2522 {
2748 gen_grace = op->stats.maxgrace; 2523 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2539 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2540 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2541 op->stats.food = last_food;
2767 } 2542 }
2768 } 2543 }
2544
2769 if (max_sp > 1) 2545 if (max_sp > 1)
2770 { 2546 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2547 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2548 if (over_sp > 0)
2773 { 2549 {
2774 if (op->stats.sp < op->stats.maxsp) 2550 if (op->stats.sp < op->stats.maxsp)
2775 { 2551 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2552 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2554 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2555 op->stats.sp--;
2556
2779 if (op->stats.sp > op->stats.maxsp) 2557 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2558 op->stats.sp = op->stats.maxsp;
2781 } 2559 }
2782 op->last_sp = 0; 2560 op->last_sp = 0;
2783 } 2561 }
2784 else 2562 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2563 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2564 }
2789 else 2565 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2567 }
2794 2568
2795 /* Regenerate Grace */ 2569 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2570 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2571 if (--op->last_grace < 0)
2798 { 2572 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2573 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2574 op->stats.grace++; /* no penalty in food for regaining grace */
2575
2801 if (max_grace > 1) 2576 if (max_grace > 1)
2802 { 2577 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2578 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2579 if (over_grace > 0)
2805 { 2580 {
2833 op->stats.food += op->contr->digestion; 2608 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2609 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2610 op->stats.food = last_food;
2836 } 2611 }
2837 } 2612 }
2613
2838 if (max_hp > 1) 2614 if (max_hp > 1)
2839 { 2615 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2616 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2617 if (over_hp > 0)
2842 { 2618 {
2866 2642
2867 if (op->contr->gen_hp > 0) 2643 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2644 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2645 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647
2871 /* dms do not consume food */ 2648 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2649 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2650 op->stats.food--;
2874 } 2651 }
2875 }
2876 2652
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2653 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2654 {
2879 object *tmp, *flesh = NULL; 2655 object *tmp, *flesh = 0;
2880 2656
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2657 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2658 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2659 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2660 {
2661 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2662 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2663 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2664 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2665 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2666 break;
2891 } 2667 }
2892 else if (tmp->type == FLESH) 2668 else if (tmp->type == FLESH)
2893 flesh = tmp; 2669 flesh = tmp;
2894 } /* End if paid for object */ 2670 } /* End if paid for object */
2895 } /* end of for loop */ 2671 } /* end of for loop */
2672
2896 /* If player is still starving, it means they don't have any food, so 2673 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2674 * eat flesh instead.
2898 */ 2675 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2676 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2677 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2679 manual_apply (op, flesh, 0);
2903 } 2680 }
2904 } /* end if player is starving */ 2681 }
2905 2682
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2683 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2684 op->stats.food++, op->stats.hp--;
2908 2685
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2686 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2687 kill_player (op);
2688 }
2911} 2689}
2912
2913
2914 2690
2915/* If the player should die (lack of hp, food, etc), we call this. 2691/* 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 2692 * 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 2693 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2694 * file.
3025 x = op->x; 2801 x = op->x;
3026 y = op->y; 2802 y = op->y;
3027 map = op->map; 2803 map = op->map;
3028 2804
3029 2805
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2806 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2807 * 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. 2808 * See the config.h file for a little more in depth detail about this.
3035 */ 2809 */
3036 2810
3037 /* Basically two ways to go - remove a stat permanently, or just 2811 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2812 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2813 * of death.
3040 */ 2814 */
3041#ifndef COZY_SERVER 2815#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2816 if (settings.balanced_stat_loss)
3043 { 2817 {
3044 /* If stat loss is permanent, lose one stat only. */ 2818 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2819 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2820 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2821 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2822 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2823 little bit harder. */
3050 /* GD */ 2824 /* GD */
3051 if (settings.stat_loss_on_death) 2825 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2826 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2827 else
3057 { 2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829 }
2830 else
2831 {
3058 num_stats_lose = 1; 2832 num_stats_lose = 1;
3059 } 2833 }
3060 lost_a_stat = 0; 2834 lost_a_stat = 0;
3061 2835
3062 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3063 { 2837 {
3064 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3065 2839
3066 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3067 { 2841 {
3068 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2843 * what he lost.
3070 */ 2844 */
3071 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3077 } 2863 }
3078 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3079 { 2866 {
3080 /* deplete a stat */ 2867 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3082 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3083 2870 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2871 {
3087 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3089 } 2874
3090 lose_this_stat = 1; 2875 /* 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) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2881 {
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; 2882 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2884 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 } 2885 }
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 */ 2886 else
3132 if (this_stat >= -50)
3133 { 2887 {
3134 change_attr_value (&(dep->stats), i, -1); 2888 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; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2893 }
3140 } 2894 }
3141 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3142 } 2914 }
2915 }
2916 }
3143 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2918 if (!lost_a_stat)
3145 { 2919 {
3146 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3149 2923
3150 if (god && (strcmp (god, "none"))) 2924 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); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2926 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2928 }
3155#else 2929#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2931#endif
3158 2932
3159 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2934 * exp loss on the stone.
3161 */ 2935 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2938 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2940 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); 2941 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; 2942 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2945
3172 /**************************************/ 2946 /**************************************/
3173 /* */ 2947 /* */
3174 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3177 /* */ 2951 /* */
3178 /**************************************/ 2952 /**************************************/
3179 2953
3180 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2955 /* restore player */
3182 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
3184 2958
3185 if (tmp) 2959 if (tmp)
3186 { 2960 {
3187 tmp->destroy (); 2961 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2963 }
3190 2964
3191 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2967 if (tmp)
3194 { 2968 {
3195 tmp->destroy (); 2969 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2971 }
3198 2972
3199 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3200 2974
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3204 op->stats.food = 900; 2978 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2982
3209 /* 2983 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2984 * 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 2985 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2986 * in the map.
3213 */ 2987 */
3214 2988
3215 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3217 2991
3218 /****************************************/ 2992 /****************************************/
3219 /* */ 2993 /* */
3220 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3222 /* */ 2996 /* */
3223 /****************************************/ 2997 /****************************************/
3224 2998
3225 enter_player_savebed (op); 2999 enter_player_savebed (op);
3226 3000
3227 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3002 * chance of abuse.
3229 */ 3003 */
3230 op->contr->braced = 0; 3004 op->contr->braced = 0;
3231 save_player (op, 1); 3005 op->contr->save ();
3232 3006
3233 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3010 * on the space that might harm the player.
3237 */ 3011 */
3238 will_kill_again = 0; 3012 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3242 3016
3243 if (will_kill_again) 3017 if (will_kill_again)
3244 { 3018 {
3245 object *force; 3019 object *force;
3246 int at; 3020 int at;
3247 3021
3248 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3024 force->speed = 0.1;
3251 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3029 force->resist[at] = 100;
3256 3030
3257 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3258 fix_player (op); 3032 op->update_stats ();
3259 3033
3260 } 3034 }
3261 3035
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 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} 3037}
3331
3332 3038
3333void 3039void
3334loot_object (object *op) 3040loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3337 3043
3338 if (op->container) 3044 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3046
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3344 { 3048 {
3345 next = tmp->below; 3049 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3050
3051 if (tmp->invisible)
3347 continue; 3052 continue;
3053
3348 tmp->remove (); 3054 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3057 { /* empty container to ground */
3352 loot_object (tmp); 3058 loot_object (tmp);
3374 */ 3080 */
3375 3081
3376void 3082void
3377fix_weight (void) 3083fix_weight (void)
3378{ 3084{
3379 player *pl; 3085 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3086 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3088
3385 if (old == sum) 3089 if (old == sum)
3386 continue; 3090 continue;
3387 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3093 }
3390} 3094}
3391 3095
3392void 3096void
3393fix_luck (void) 3097fix_luck (void)
3394{ 3098{
3395 player *pl; 3099 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3400} 3102}
3401
3402 3103
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3406 */ 3107 */
3407
3408void 3108void
3409cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3410{ 3110{
3411 object *skop, *spob; 3111 object *skop, *spob;
3412 3112
3457 object *tmp = NULL; 3157 object *tmp = NULL;
3458 3158
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3160 return 1;
3461 3161
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; 3162 return 0;
3468} 3163}
3469 3164
3470/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3281 if (mflags & P_OUT_OF_MAP)
3587 continue; 3282 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3284 continue;
3590 3285
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3287 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3289 return 1;
3595 else if (tmp->type == PLAYER) 3290 else if (tmp->type == PLAYER)
3596 { 3291 {
3650 3345
3651 /* only the viewable area the player sees is updated by LOS 3346 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3347 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3348 * for any meaningful values.
3654 */ 3349 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3350 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3351 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3352 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3353 return 1;
3659 op = op->more; 3354 op = op->more;
3660 } 3355 }
3661 return 0; 3356 return 0;
3662} 3357}
3848 { 3543 {
3849 /* forces in the treasurelist can alter the player's stats */ 3544 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3545 object *skin;
3851 3546
3852 /* first get the dragon skin force */ 3547 /* first get the dragon skin force */
3548 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); 3549 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3550 ;
3551
3854 if (skin == NULL) 3552 if (!skin)
3855 return; 3553 return;
3856 3554
3857 /* adding new spellpath attunements */ 3555 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3556 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3557 {

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