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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 1.71 by root, Wed Dec 27 09:28:02 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 ob->set_speed (ob->speed);
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 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
319/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
321 * mode. 371 * mode.
322 */ 372 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
328 377
329 p = get_player (NULL); 378 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));
332 379
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; 380 return pl;
353} 381}
354 382
355/* 383/*
356 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
366 { 394 {
367 if (at == NULL || at->next == NULL) 395 if (at == NULL || at->next == NULL)
368 at = first_archetype; 396 at = first_archetype;
369 else 397 else
370 at = at->next; 398 at = at->next;
399
371 if (at->clone.type == PLAYER) 400 if (at->clone.type == PLAYER)
372 return at; 401 return at;
402
373 if (at == start) 403 if (at == start)
374 { 404 {
375 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 406 exit (-1);
377 } 407 }
378 } 408 }
379} 409}
380 410
381
382object * 411object *
383get_nearest_player (object *mon) 412get_nearest_player (object *mon)
384{ 413{
385 object *op = NULL; 414 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 415 objectlink *ol;
388 unsigned lastdist; 416 unsigned lastdist;
389 rv_vector rv; 417 rv_vector rv;
390 418
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 451 {
424 op = ol->ob; 452 op = ol->ob;
425 lastdist = rv.distance; 453 lastdist = rv.distance;
426 } 454 }
427 } 455 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 456
429 { 457 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
434 { 460 {
435 op = pl->ob; 461 op = pl->ob;
436 lastdist = rv.distance; 462 lastdist = rv.distance;
437 } 463 }
438 } 464
439 }
440#if 0 465#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 467#endif
443 return op; 468 return op;
444} 469}
462 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 489 * is probably not a good thing.
465 */ 490 */
466#define MAX_SPACES 50 491#define MAX_SPACES 50
467
468 492
469/* 493/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
712 link_player_skills (pl); 736 link_player_skills (pl);
713} 737}
714 738
715void 739void
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) 740get_party_password (object *op, partylist *party)
800{ 741{
801 if (party == NULL) 742 if (party == NULL)
802 { 743 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 745 return;
805 } 746 }
747
806 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 752}
811
812 753
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 755static int
815roll_stat (void) 756roll_stat (void)
816{ 757{
817 int a[4], i, j, k; 758 int a[4], i, j, k;
818 759
819 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 764 if (a[i] < k)
824 k = a[i], j = i; 765 k = a[i], j = i;
825 766
826 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 768 if (i != j)
829 k += a[i]; 769 k += a[i];
830 } 770
831 return k; 771 return k;
832} 772}
833 773
834void 774void
835roll_stats (object *op) 775object::roll_stats ()
836{ 776{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 777 int statsort [7];
840 778
841 do 779 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 } 780 {
852 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
853 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
854 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 790 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;
862 791
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]; 792 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
887 799
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; 800 stats.exp = 0;
899 op->stats.ac = 0; 801 stats.ac = 0;
900 802
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; 803 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
909 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
910} 815}
911 816
912void 817void
913Roll_Again (object *op) 818object::swap_stats (int a, int b)
914{ 819{
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); 820 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)); 821 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); 822 set_attr_value (&contr->orig_stats, b, tmp);
939 823
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; 824 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 834 stats.ac = 0;
950 835
951 op->level = 1; 836 level = 1;
952 op->stats.exp = 0; 837 stats.exp = 0;
953 op->stats.ac = 0; 838 stats.ac = 0;
954 839
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; 840 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
963 op->contr->orig_stats = op->stats; 850 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 { 851 }
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} 852}
1041 853
1042/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1046 * not the class. 858 * not the class.
1047 */ 859 */
1048
1049int 860int
1050key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1051{ 862{
1052 int tmp_loop; 863 int tmp_loop;
1053 864
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 865 if (key == 'd' || key == 'D')
1061 { 866 {
1062 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1063 868
1064 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 874 create_treasure (tl, op, 0, 0, 0);
1070 875
1071 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1073 878
1074 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1075 880
1076 if (op->msg) 881 if (op->msg)
1077 op->msg = NULL; 882 op->msg = NULL;
1078 883
1079 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1088 start_info (op); 893 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 896 link_player_skills (op);
1092 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1093 fix_player (op); 898 op->update_stats ();
1094 899
1095 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1096 * is one for this race 901 * is one for this race
1097 */ 902 */
1098 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1109 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1110 * default initial map */ 915 * default initial map */
1111 tmp->destroy (); 916 tmp->destroy ();
1112 } 917 }
1113 else 918 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 920
1117 return 0; 921 return 0;
1118 } 922 }
1119 923
1120 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1125 while (!tmp_loop) 929 while (!tmp_loop)
1126 { 930 {
1127 shstr name = op->name; 931 shstr name = op->name;
1128 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1129 933
1130 remove_statbonus (op); 934 op->remove_statbonus ();
1131 op->remove (); 935 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 937 op->arch->clone.copy_to (op);
1134 op->instantiate (); 938 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1137 op->x = x; 941 op->x = x;
1138 op->y = y; 942 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 946 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1144 } 948 }
1145 949
1146 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 952 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 955 op->stats.grace = 0;
1152 956
1153 if (op->msg) 957 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 959
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1158} 962}
1159 963
1160int 964int
1161key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1162{ 966{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 968 {
1167 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 971 return 1;
1170 } 972 }
1171 973
1172 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1174 978
1175 terminate_all_pets (op); 979 terminate_all_pets (op);
1176 leave_map (op); 980 leave_map (op);
1177 op->direction = 0; 981 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 983
1180 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1181 check_score (op); 985 check_score (op);
1182 op->contr->party = NULL; 986 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1185 988
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 990
1190 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 994 */
995 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 997
1196 { 998 for_all_maps (mp)
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf))) 999 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 1000 delete_map (mp);
1200 }
1201 1001
1202 delete_character (op->name, 1); 1002 delete_character (ob->name, 1);
1203 } 1003 ob->contr->destroy ();
1204 1004
1205 play_again (op);
1206 return 1; 1005 return 1;
1207} 1006}
1208 1007
1209void 1008void
1210flee_player (object *op) 1009flee_player (object *op)
1241 { 1040 {
1242 op->enemy = NULL; 1041 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1043 return;
1245 } 1044 }
1045
1246 get_rangevector (op, op->enemy, &rv, 0); 1046 get_rangevector (op, op->enemy, &rv, 0);
1247 1047
1248 dir = absdir (4 + rv.direction); 1048 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1049 for (diff = 0; diff < 3; diff++)
1250 { 1050 {
1251 int m = 1 - (RANDOM () & 2); 1051 int m = 1 - (RANDOM () & 2);
1252 1052
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1053 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1054 return;
1256 }
1257 } 1055 }
1056
1258 /* Cornered, get rid of scared */ 1057 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1058 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1059 op->enemy = NULL;
1261} 1060}
1262 1061
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 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)))); 1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1149 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1150 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)))); 1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1153 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 } 1154 }
1155
1384 /* philosophy: 1156 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1157 * 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 1158 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1159 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1160 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1161 * example.
1390 * The drawback: right now it has no frontend, so you need to 1162 * 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 1163 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1164 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1590 if (!dir)
1819 { 1591 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1593 return 0;
1822 } 1594 }
1595
1823 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1597 bow = op->contr->ranges[range_bow];
1825 else 1598 else
1826 { 1599 {
1827 for (bow = op->inv; bow; bow = bow->below) 1600 for (bow = op->inv; bow; bow = bow->below)
1835 { 1608 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1610 return 0;
1838 } 1611 }
1839 } 1612 }
1613
1840 if (!bow->race || !bow->skill) 1614 if (!bow->race || !bow->skill)
1841 { 1615 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1617 return 0;
1844 } 1618 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1621
1848 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1851 if (bowspeed < 1) 1626 if (bowspeed < 1)
1852 bowspeed = 1; 1627 bowspeed = 1;
1853 1628
1854 if (arrow == NULL) 1629 if (arrow == NULL)
1855 { 1630 {
1861 else 1636 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1637 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1638 return 0;
1864 } 1639 }
1865 } 1640 }
1641
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1643 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1644 return 0;
1870 } 1645
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1646 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1647 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1648 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1649 return 0;
1875 } 1650 }
1881 return 0; 1656 return 0;
1882 } 1657 }
1883 1658
1884 left = arrow; /* these are arrows left to the player */ 1659 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1660 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1661 if (!arrow)
1887 { 1662 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1664 return 0;
1890 } 1665 }
1666
1891 arrow->set_owner (op); 1667 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1668 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1669 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1670
1898 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1899 { 1672 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1674 op->update_stats ();
1902 } 1675 }
1903 1676
1904 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1910 1683
1911 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1913 */ 1686 */
1914 1687
1916 1689
1917 /* update the speed */ 1690 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1693
1921 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1925 1696
1926 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1927 { 1698 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1709 }
1939 1710
1940 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1942 1713
1943 if (bow->slaying != NULL) 1714 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1715 arrow->slaying = bow->slaying;
1945 1716
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1719
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1721 m->insert (arrow, sx, sy, op);
1952 1722
1953 if (!arrow->destroyed ()) 1723 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1724 move_arrow (arrow);
1955 1725
1956 if (op->type == PLAYER) 1726 if (op->type == PLAYER)
2061 1831
2062 if (item->arch) 1832 if (item->arch)
2063 { 1833 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1834 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1835 item->face = item->arch->clone.face;
2066 item->speed = 0; 1836 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1837 }
1838
2069 if ((tmp = is_player_inv (item))) 1839 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1840 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1841 }
2072 } 1842 }
2073 else if (item->type == ROD || item->type == HORN) 1843 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1844 drain_rod_charge (item);
2076 }
2077 } 1845 }
2078} 1846}
2079 1847
2080/* Received a fire command for the player - go and do it. 1848/* Received a fire command for the player - go and do it.
2081 */ 1849 */
2224 * 0 otherwise 1992 * 0 otherwise
2225 */ 1993 */
2226static int 1994static int
2227player_attack_door (object *op, object *door) 1995player_attack_door (object *op, object *door)
2228{ 1996{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1997 /* 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 - 1998 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1999 * otherwise, we fall through to the rest of the code.
2233 */ 2000 */
2234 object *key = find_key (op, op, door); 2001 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2039 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2040 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2041 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2042 * going to try and move (not fire weapons).
2276 */ 2043 */
2277
2278void 2044void
2279move_player_attack (object *op, int dir) 2045move_player_attack (object *op, int dir)
2280{ 2046{
2281 object *tmp, *mon; 2047 object *tmp, *mon;
2282 sint16 nx, ny; 2048 sint16 nx, ny;
2284 maptile *m; 2050 maptile *m;
2285 2051
2286 nx = freearr_x[dir] + op->x; 2052 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2053 ny = freearr_y[dir] + op->y;
2288 2054
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2055 on_battleground = op_on_battleground (op, 0, 0);
2290 2056
2291 /* If braced, or can't move to the square, and it is not out of the 2057 /* 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 2058 * 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 2059 * 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 2060 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2072 return; /* Don't think this should happen */
2307 } 2073 }
2308 else 2074 else
2309 m = op->map; 2075 m = op->map;
2310 2076
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2078 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2080 return;
2315 } 2081 }
2316 2082
2317 mon = NULL; 2083 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2084 /* 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. 2085 * 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 2086 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2087 * on the space
2322 */ 2088 */
2323 while (tmp != NULL) 2089 while (tmp)
2324 { 2090 {
2325 if (tmp == op) 2091 if (tmp == op)
2326 { 2092 {
2327 tmp = tmp->above; 2093 tmp = tmp->above;
2328 continue; 2094 continue;
2338 mon = tmp; 2104 mon = tmp;
2339 2105
2340 tmp = tmp->above; 2106 tmp = tmp->above;
2341 } 2107 }
2342 2108
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2109 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2110 return; /* into a wall */
2345 2111
2346 if (mon->head != NULL) 2112 if (mon->head)
2347 mon = mon->head; 2113 mon = mon->head;
2348 2114
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2115 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2116 if (player_attack_door (op, mon))
2351 return; 2117 return;
2388 * attack them either. 2154 * attack them either.
2389 */ 2155 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2156 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2157 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2158#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2159 (op->contr->peaceful
2394 || (mon->type == PLAYER 2160 || (mon->type == PLAYER
2395 && mon->contr-> 2161 && mon->contr->
2396 peaceful)) && 2162 peaceful)) &&
2397#else 2163#else
2398 op->contr->peaceful && 2164 op->contr->peaceful &&
2399#endif 2165#endif
2400 !on_battleground)) 2166 !on_battleground))
2401 { 2167 {
2402 if (!op->contr->braced) 2168 if (!op->contr->braced)
2403 { 2169 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2170 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2171 (void) push_ob (mon, dir, op);
2406 } 2172 }
2407 else 2173 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2174 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2175
2411 if (op->contr->tmp_invis || op->hide) 2176 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2177 make_visible (op);
2413 } 2178 }
2414 2179
2415 /* If the object is a boulder or other rollable object, then 2180 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2208 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2209
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2211 }
2447 2212
2448 skill_attack (mon, op, 0, NULL, NULL); 2213 skill_attack (mon, op, 0, 0, 0);
2449 2214
2450 /* If attacking another player, that player gets automatic 2215 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2216 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2217 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2218 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2220 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2221 {
2457 short luck = mon->stats.luck; 2222 short luck = mon->stats.luck;
2458 2223
2459 mon->contr->has_hit = 1; 2224 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2225 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2226 mon->stats.luck = luck;
2462 } 2227 }
2228
2463 if (action_makes_visible (op)) 2229 if (action_makes_visible (op))
2464 make_visible (op); 2230 make_visible (op);
2465 } 2231 }
2466 } /* if player should attack something */ 2232 } /* if player should attack something */
2467} 2233}
2502 2268
2503 /* Add special check for newcs players and fire on - this way, the 2269 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2270 * server can handle repeat firing.
2505 */ 2271 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2272 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2273 op->direction = dir;
2509 }
2510 else 2274 else
2511 {
2512 op->direction = 0; 2275 op->direction = 0;
2513 } 2276
2514 /* Update how the player looks. Use the facing, so direction may 2277 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2278 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2279 * for players.
2517 */ 2280 */
2518 animate_object (op, op->facing); 2281 animate_object (op, op->facing);
2570 2333
2571 /* call this here - we also will call this in do_ericserver, but 2334 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2335 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2336 * called, so we recheck it here.
2574 */ 2337 */
2575 HandleClient (&op->contr->socket, op->contr); 2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2339 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2340 ;
2341
2576 if (op->speed_left < 0) 2342 if (op->speed_left < 0)
2577 return 0; 2343 return 0;
2578 2344
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2345 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2346 {
2589 if (op->speed_left > 0) 2355 if (op->speed_left > 0)
2590 return 1; 2356 return 1;
2591 else 2357 else
2592 return 0; 2358 return 0;
2593 } 2359 }
2360
2594 return 0; 2361 return 0;
2595} 2362}
2596 2363
2597int 2364int
2598save_life (object *op) 2365save_life (object *op)
2599{ 2366{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2367 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2368 return 0;
2604 2369
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2370 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2371 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2372 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2373 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)); 2374 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2375
2618 op->stats.hp = op->stats.maxhp; 2383 op->stats.hp = op->stats.maxhp;
2619 2384
2620 if (op->stats.food < 0) 2385 if (op->stats.food < 0)
2621 op->stats.food = 999; 2386 op->stats.food = 999;
2622 2387
2623 fix_player (op); 2388 op->update_stats ();
2624 return 1; 2389 return 1;
2625 } 2390 }
2391
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2392 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2393 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2394 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2395 return 0;
2630} 2396}
2639{ 2405{
2640 object *next; 2406 object *next;
2641 2407
2642 while (op) 2408 while (op)
2643 { 2409 {
2644 next = op->below; /* Make sure we have a good value, in case 2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2411
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2412 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2413 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2414 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2416
2417 op->insert_at (env);
2655 } 2418 }
2656 else if (op->inv) 2419 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2420 remove_unpaid_objects (op->inv, env);
2421
2658 op = next; 2422 op = next;
2659 } 2423 }
2660} 2424}
2661
2662 2425
2663/* 2426/*
2664 * Returns pointer a static string containing gravestone text 2427 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2428 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2429 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2440 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2442 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2443 else
2681 sprintf (buf, "%s\n", &op->name); 2444 sprintf (buf, "%s\n", &op->name);
2445
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2447 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2449 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2450 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2451 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2452
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2453 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2454 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2691 { 2456 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2457 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2458 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2459 strcat (buf2, buf);
2695 } 2460 }
2461
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2462 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2464 strcat (buf2, buf);
2465
2699 return buf2; 2466 return buf2;
2700} 2467}
2701
2702
2703 2468
2704void 2469void
2705do_some_living (object *op) 2470do_some_living (object *op)
2706{ 2471{
2707 int last_food = op->stats.food; 2472 int last_food = op->stats.food;
2716 const int max_grace = 1; 2481 const int max_grace = 1;
2717 2482
2718 if (op->contr->outputs_sync) 2483 if (op->contr->outputs_sync)
2719 { 2484 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2485 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) 2486 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]); 2487 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2488 }
2724 2489
2725 if (op->contr->state == ST_PLAYING) 2490 if (op->contr->ns->state == ST_PLAYING)
2726 { 2491 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2492 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2493 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2494 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2495 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2496 else
2733 { 2497 {
2734 gen_hp = op->stats.maxhp; 2498 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2499 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2500 }
2501
2737 if (op->contr->gen_sp >= 0) 2502 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2503 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2504 else
2740 { 2505 {
2741 gen_sp = op->stats.maxsp; 2506 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2507 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2508 }
2509
2744 if (op->contr->gen_grace >= 0) 2510 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2511 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2512 else
2747 { 2513 {
2748 gen_grace = op->stats.maxgrace; 2514 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2532 op->stats.food = last_food;
2767 } 2533 }
2768 } 2534 }
2535
2769 if (max_sp > 1) 2536 if (max_sp > 1)
2770 { 2537 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2538 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2539 if (over_sp > 0)
2773 { 2540 {
2774 if (op->stats.sp < op->stats.maxsp) 2541 if (op->stats.sp < op->stats.maxsp)
2775 { 2542 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2543 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2544
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2545 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2546 op->stats.sp--;
2547
2779 if (op->stats.sp > op->stats.maxsp) 2548 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2549 op->stats.sp = op->stats.maxsp;
2781 } 2550 }
2782 op->last_sp = 0; 2551 op->last_sp = 0;
2783 } 2552 }
2784 else 2553 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2554 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2555 }
2789 else 2556 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2557 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2558 }
2794 2559
2795 /* Regenerate Grace */ 2560 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2561 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2562 if (--op->last_grace < 0)
2798 { 2563 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2564 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2565 op->stats.grace++; /* no penalty in food for regaining grace */
2566
2801 if (max_grace > 1) 2567 if (max_grace > 1)
2802 { 2568 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2569 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2570 if (over_grace > 0)
2805 { 2571 {
2833 op->stats.food += op->contr->digestion; 2599 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2600 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2601 op->stats.food = last_food;
2836 } 2602 }
2837 } 2603 }
2604
2838 if (max_hp > 1) 2605 if (max_hp > 1)
2839 { 2606 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2607 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2608 if (over_hp > 0)
2842 { 2609 {
2866 2633
2867 if (op->contr->gen_hp > 0) 2634 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2636 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2638
2871 /* dms do not consume food */ 2639 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2640 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2641 op->stats.food--;
2874 } 2642 }
2875 }
2876 2643
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2644 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2645 {
2879 object *tmp, *flesh = NULL; 2646 object *tmp, *flesh = 0;
2880 2647
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2648 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2649 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2650 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2651 {
2652 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2653 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2654 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2655 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2656 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2657 break;
2891 } 2658 }
2892 else if (tmp->type == FLESH) 2659 else if (tmp->type == FLESH)
2893 flesh = tmp; 2660 flesh = tmp;
2894 } /* End if paid for object */ 2661 } /* End if paid for object */
2895 } /* end of for loop */ 2662 } /* end of for loop */
2663
2896 /* If player is still starving, it means they don't have any food, so 2664 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2665 * eat flesh instead.
2898 */ 2666 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2667 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2668 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2670 manual_apply (op, flesh, 0);
2903 } 2671 }
2904 } /* end if player is starving */ 2672 }
2905 2673
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2674 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2675 op->stats.food++, op->stats.hp--;
2908 2676
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2677 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2678 kill_player (op);
2679 }
2911} 2680}
2912
2913
2914 2681
2915/* If the player should die (lack of hp, food, etc), we call this. 2682/* 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 2683 * 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 2684 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2685 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2716 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2717
2951 /* restore player */ 2718 /* restore player */
2952 at = archetype::find ("poisoning"); 2719 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2720 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2721 {
2956 tmp->destroy (); 2722 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2724 }
2959 2725
2960 at = archetype::find ("confusion"); 2726 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2727 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2728 {
2964 tmp->destroy (); 2729 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2731 }
2967 2732
2969 op->stats.hp = op->stats.maxhp; 2734 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2735 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2736 op->stats.food = 999;
2972 2737
2973 /* create a bodypart-trophy to make the winner happy */ 2738 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2739 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2740 {
2977 sprintf (buf, "%s's finger", &op->name); 2741 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2742 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2743 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2744 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2746 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2747 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2748 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2749 op->insert_at (tmp, op);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2750 }
2988 2751
2989 /* teleport defeated player to new destination */ 2752 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2753 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2754 op->contr->braced = 0;
3017 op->stats.hp = op->stats.maxhp; 2780 op->stats.hp = op->stats.maxhp;
3018 return; 2781 return;
3019 } 2782 }
3020 sprintf (buf, "%s died.", &op->name); 2783 sprintf (buf, "%s died.", &op->name);
3021 } 2784 }
2785
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2787
3024 /* save the map location for corpse, gravestone */ 2788 /* save the map location for corpse, gravestone */
3025 x = op->x; 2789 x = op->x;
3026 y = op->y; 2790 y = op->y;
3027 map = op->map; 2791 map = op->map;
3028 2792
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2793 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2794 * 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. 2795 * See the config.h file for a little more in depth detail about this.
3035 */ 2796 */
3036 2797
3037 /* Basically two ways to go - remove a stat permanently, or just 2798 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2799 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2800 * of death.
3040 */ 2801 */
3041#ifndef COZY_SERVER 2802#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2803 if (settings.balanced_stat_loss)
3043 { 2804 {
3044 /* If stat loss is permanent, lose one stat only. */ 2805 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2806 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2807 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2808 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2809 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2810 little bit harder. */
3050 /* GD */ 2811 /* GD */
3051 if (settings.stat_loss_on_death) 2812 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2813 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2814 else
3057 { 2815 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2816 }
2817 else
3058 num_stats_lose = 1; 2818 num_stats_lose = 1;
3059 } 2819
3060 lost_a_stat = 0; 2820 lost_a_stat = 0;
3061 2821
3062 for (z = 0; z < num_stats_lose; z++) 2822 for (z = 0; z < num_stats_lose; z++)
3063 { 2823 {
3064 i = RANDOM () % NUM_STATS; 2824 i = RANDOM () % NUM_STATS;
3065 2825
3066 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3067 { 2827 {
3068 /* Pick a random stat and take a point off it. Tell the player 2828 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2829 * what he lost.
3070 */ 2830 */
3071 change_attr_value (&(op->stats), i, -1); 2831 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2832 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2833 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2834 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2836 lost_a_stat = 1;
2837 }
2838 else
2839 {
2840 /* deplete a stat */
2841 archetype *deparch = archetype::find ("depletion");
2842 object *dep;
2843
2844 dep = present_arch_in_ob (deparch, op);
2845 if (!dep)
2846 {
2847 dep = arch_to_object (deparch);
2848 insert_ob_in_ob (dep, op);
3077 } 2849 }
3078 else 2850 lose_this_stat = 1;
2851 if (settings.balanced_stat_loss)
3079 { 2852 {
3080 /* deplete a stat */ 2853 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2854 /* Get the stat that we're about to deplete. */
3082 object *dep; 2855 this_stat = get_attr_value (&(dep->stats), i);
3083 2856 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2857 {
3087 dep = arch_to_object (deparch); 2858 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2859 int keep_chance = this_stat * this_stat;
3089 } 2860
3090 lose_this_stat = 1; 2861 /* 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) 2862 if (keep_chance < 1)
2863 keep_chance = 1;
2864
2865 /* There is a maximum depletion total per level. */
2866 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2867 {
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; 2868 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2869 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2870 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 } 2871 }
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 */ 2872 else
3132 if (this_stat >= -50)
3133 { 2873 {
3134 change_attr_value (&(dep->stats), i, -1); 2874 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; 2875 lose_this_stat = 0;
2876 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2877 this_stat, keep_chance, loss_chance,
2878 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2879 }
3140 } 2880 }
3141 } 2881 }
2882
2883 if (lose_this_stat)
2884 {
2885 this_stat = get_attr_value (&(dep->stats), i);
2886 /* We could try to do something clever like find another
2887 * stat to reduce if this fails. But chances are, if
2888 * stats have been depleted to -50, all are pretty low
2889 * and should be roughly the same, so it shouldn't make a
2890 * difference.
2891 */
2892 if (this_stat >= -50)
2893 {
2894 change_attr_value (&(dep->stats), i, -1);
2895 SET_FLAG (dep, FLAG_APPLIED);
2896 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2897 op->update_stats ();
2898 lost_a_stat = 1;
2899 }
3142 } 2900 }
2901 }
2902 }
3143 /* If no stat lost, tell the player. */ 2903 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2904 if (!lost_a_stat)
3145 { 2905 {
3146 /* determine_god() seems to not work sometimes... why is this? 2906 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2907 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2908 const char *god = determine_god (op);
3149 2909
3150 if (god && (strcmp (god, "none"))) 2910 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); 2911 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2912 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2913 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2914 }
3155#else 2915#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2917#endif
3158 2918
3159 /* Put a gravestone up where the character 'almost' died. List the 2919 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2920 * exp loss on the stone.
3161 */ 2921 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2922 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2923 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2924 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2925 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2926 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); 2927 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; 2928 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2929 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2931
3172 /**************************************/ 2932 /**************************************/
3173 /* */ 2933 /* */
3174 /* Subtract the experience points, */ 2934 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2935 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2936 /* food, and reset HP's... */
3177 /* */ 2937 /* */
3178 /**************************************/ 2938 /**************************************/
3179 2939
3180 /* remove any poisoning and confusion the character may be suffering. */ 2940 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2941 /* restore player */
3182 at = archetype::find ("poisoning"); 2942 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2943 tmp = present_arch_in_ob (at, op);
3184 2944
3185 if (tmp) 2945 if (tmp)
3186 { 2946 {
3187 tmp->destroy (); 2947 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2949 }
3190 2950
3191 at = archetype::find ("confusion"); 2951 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2952 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2953 if (tmp)
3194 { 2954 {
3195 tmp->destroy (); 2955 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2957 }
3198 2958
3199 cure_disease (op, 0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
3200 2960
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2961 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2962 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2963 if (op->stats.food < 100)
3204 op->stats.food = 900; 2964 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2965 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2968
3209 /* 2969 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2970 * 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 2971 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2972 * in the map.
3213 */ 2973 */
3214 2974
3215 if (is_in_shop (op)) 2975 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2976 remove_unpaid_objects (op->inv, op);
3217 2977
3218 /****************************************/ 2978 /****************************************/
3219 /* */ 2979 /* */
3220 /* Move player to his current respawn- */ 2980 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2981 /* position (usually last savebed) */
3222 /* */ 2982 /* */
3223 /****************************************/ 2983 /****************************************/
3224 2984
3225 enter_player_savebed (op); 2985 enter_player_savebed (op);
3226 2986
3227 /* Save the player before inserting the force to reduce 2987 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 2988 * chance of abuse.
3229 */ 2989 */
3230 op->contr->braced = 0; 2990 op->contr->braced = 0;
3231 save_player (op, 1); 2991 op->contr->save ();
3232 2992
3233 /* it is possible that the player has blown something up 2993 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2994 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2995 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2996 * on the space that might harm the player.
3237 */ 2997 */
3238 will_kill_again = 0; 2998 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2999 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3000 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3001 will_kill_again |= tmp->attacktype;
3242 3002
3243 if (will_kill_again) 3003 if (will_kill_again)
3244 { 3004 {
3245 object *force; 3005 object *force;
3246 int at; 3006 int at;
3247 3007
3248 force = get_archetype (FORCE_NAME); 3008 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3009 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3010 force->speed = 0.1;
3251 force->speed_left = -5.0; 3011 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3012 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3013 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3014 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3015 force->resist[at] = 100;
3256 3016
3257 insert_ob_in_ob (force, op); 3017 insert_ob_in_ob (force, op);
3258 fix_player (op); 3018 op->update_stats ();
3259 3019
3260 } 3020 }
3261 3021
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3022 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} 3023}
3331
3332 3024
3333void 3025void
3334loot_object (object *op) 3026loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3027{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3028 object *tmp, *tmp2, *next;
3337 3029
3338 if (op->container) 3030 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3031 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3032
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3033 for (tmp = op->inv; tmp; tmp = next)
3344 { 3034 {
3345 next = tmp->below; 3035 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3036
3037 if (tmp->invisible)
3347 continue; 3038 continue;
3039
3348 tmp->remove (); 3040 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3041 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3042 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3043 { /* empty container to ground */
3352 loot_object (tmp); 3044 loot_object (tmp);
3374 */ 3066 */
3375 3067
3376void 3068void
3377fix_weight (void) 3069fix_weight (void)
3378{ 3070{
3379 player *pl; 3071 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3072 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3073 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3074
3385 if (old == sum) 3075 if (old == sum)
3386 continue; 3076 continue;
3387 fix_player (pl->ob); 3077 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3078 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3079 }
3390} 3080}
3391 3081
3392void 3082void
3393fix_luck (void) 3083fix_luck (void)
3394{ 3084{
3395 player *pl; 3085 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3086 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3087 pl->ob->change_luck (0);
3400} 3088}
3401
3402 3089
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3090/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3091 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3092 * just treat this as any other spell casting object.
3406 */ 3093 */
3407
3408void 3094void
3409cast_dust (object *op, object *throw_ob, int dir) 3095cast_dust (object *op, object *throw_ob, int dir)
3410{ 3096{
3411 object *skop, *spob; 3097 object *skop, *spob;
3412 3098
3457 object *tmp = NULL; 3143 object *tmp = NULL;
3458 3144
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3146 return 1;
3461 3147
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; 3148 return 0;
3468} 3149}
3469 3150
3470/* look at the surrounding terrain to determine 3151/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3152 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3267 if (mflags & P_OUT_OF_MAP)
3587 continue; 3268 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3269 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3270 continue;
3590 3271
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3272 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3273 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3274 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3275 return 1;
3595 else if (tmp->type == PLAYER) 3276 else if (tmp->type == PLAYER)
3596 { 3277 {
3650 3331
3651 /* only the viewable area the player sees is updated by LOS 3332 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3333 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3334 * for any meaningful values.
3654 */ 3335 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3339 return 1;
3659 op = op->more; 3340 op = op->more;
3660 } 3341 }
3661 return 0; 3342 return 0;
3662} 3343}
3848 { 3529 {
3849 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3531 object *skin;
3851 3532
3852 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3534 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); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3536 ;
3537
3854 if (skin == NULL) 3538 if (!skin)
3855 return; 3539 return;
3856 3540
3857 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3543 {

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