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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 1.74 by root, Sat Dec 30 10:16:11 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 op->enter_exit (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
197 assign (title, ob->arch->clone.name);
198
199 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200 * from the class, and not race. I don't see any way to get the class information
201 * to then update this. I don't think this will actually break anything - anyone
202 * that can use armour should be able to use a shield. What this may 'break'
203 * are features new characters get, eg, if someone starts up with a Q, they
204 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 205 */
239 p->clear (); 206 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207 SET_FLAG (ob, FLAG_USE_SHIELD);
240 208
209 /* if it's a dragon player, set the correct title here */
210 if (is_dragon_pl (ob))
211 {
212 object *tmp, *abil = 0, *skin = 0;
213
214 shstr_cmp dragon_ability_force ("dragon_ability_force");
215 shstr_cmp dragon_skin_force ("dragon_skin_force");
216
217 for (tmp = ob->inv; tmp; tmp = tmp->below)
218 if (tmp->type == FORCE)
219 if (tmp->arch->name == dragon_ability_force)
220 abil = tmp;
221 else if (tmp->arch->name == dragon_skin_force)
222 skin = tmp;
223
224 set_dragon_name (ob, abil, skin);
225 }
226
227 CLEAR_FLAG (ob, FLAG_FRIENDLY);
228 add_friendly_object (ob);
229
230 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231
232 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233
234 esrv_new_player (this, ob->weight + ob->carrying);
235
236 ob->update_stats ();
237 ns->floorbox_update ();
238
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 ob->enter_exit (0);
243 ob->activate (1);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 if (ob)
255 ob->deactivate (1);
256
257 //TODO: don't be so harsh and destroy :)
258 if (ns)
259 {
260 if (enable_save)
261 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262
263 client *ns = this->ns;
264 ns->send_packet ("goodbye");
265 ns->flush ();
266 ns->pl = 0;
267 this->ns = 0;
268
269 ns->destroy ();
270 destroy ();
271 }
272}
273
274// the need for this function can be explained
275// by load_object not returning the object
276void
277player::set_object (object *op)
278{
279 ob = op;
280 ob->contr = this; /* this aren't yet in archetype */
281
282 ob->speed_left = 0.5;
283 ob->speed = 1.0;
284 ob->direction = 5; /* So player faces south */
285 ob->stats.wc = 2;
286 ob->run_away = 25; /* Then we panick... */
287
288 set_first_map (ob);
289
290 ob->roll_stats ();
291}
292
293player::player ()
294{
241 /* There are some elements we want initialized to non zero value - 295 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 296 * we deal with that below this point.
243 */ 297 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 298 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 299 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 300 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 301
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 302 assign (savebed_map, first_map_path); /* Init. respawn position */
255 303
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; 304 gen_sp_armour = 10;
270 p->last_speed = -1; 305 last_speed = -1;
271 p->shoottype = range_none; 306 shoottype = range_none;
272 p->bowtype = bow_normal; 307 bowtype = bow_normal;
273 p->petmode = pet_normal; 308 petmode = pet_normal;
274 p->listening = 10; 309 listening = 10;
275 p->usekeys = containers; 310 usekeys = containers;
276 p->last_weapon_sp = -1; 311 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 312 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 313 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);
286 314
287 /* we need to clear these to -1 and not zero - otherwise, 315 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 316 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 317 * send new values to the client, as things like exp start
290 * at zero. 318 * at zero.
291 */ 319 */
292 for (i = 0; i < NUM_SKILLS; i++) 320 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 321 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 322
296 }
297 for (i = 0; i < NROFATTACKS; i++) 323 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 324 last_resist[i] = -1;
300 } 325
301 p->last_stats.exp = -1; 326 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 327 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 328}
308 329
309/* This loads the first map an puts the player on it. */ 330void
310static void 331player::do_destroy ()
311set_first_map (object *op)
312{ 332{
313 strcpy (op->contr->maplevel, first_map_path); 333 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 334
335 save (false);
336 enable_save = false;
337
338 attachable::do_destroy ();
339
340 terminate_all_pets (ob);
341
342 if (first_player != this)
343 {
344 player *prev = first_player;
345
346 while (prev && prev->next && prev->next != this)
347 prev = prev->next;
348
349 if (prev->next != this)
350 {
351 LOG (llevError, "Free_player: Can't find previous player.\n");
352 abort ();
353 }
354
355 prev->next = next;
356 }
357 else
358 first_player = next;
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
319/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
321 * mode. 375 * mode.
322 */ 376 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 377player *
378player::create ()
379{
380 player *pl = new player;
328 381
329 p = get_player (NULL); 382 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));
332 383
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; 384 return pl;
353} 385}
354 386
355/* 387/*
356 * get_player_archetype() return next player archetype from archetype 388 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 389 * list. Not very efficient routine, but used only creating new players.
366 { 398 {
367 if (at == NULL || at->next == NULL) 399 if (at == NULL || at->next == NULL)
368 at = first_archetype; 400 at = first_archetype;
369 else 401 else
370 at = at->next; 402 at = at->next;
403
371 if (at->clone.type == PLAYER) 404 if (at->clone.type == PLAYER)
372 return at; 405 return at;
406
373 if (at == start) 407 if (at == start)
374 { 408 {
375 LOG (llevError, "No Player archetypes\n"); 409 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 410 exit (-1);
377 } 411 }
378 } 412 }
379} 413}
380 414
381
382object * 415object *
383get_nearest_player (object *mon) 416get_nearest_player (object *mon)
384{ 417{
385 object *op = NULL; 418 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 419 objectlink *ol;
388 unsigned lastdist; 420 unsigned lastdist;
389 rv_vector rv; 421 rv_vector rv;
390 422
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 423 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 455 {
424 op = ol->ob; 456 op = ol->ob;
425 lastdist = rv.distance; 457 lastdist = rv.distance;
426 } 458 }
427 } 459 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 460
429 { 461 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 462 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 463 if (lastdist > rv.distance)
434 { 464 {
435 op = pl->ob; 465 op = pl->ob;
436 lastdist = rv.distance; 466 lastdist = rv.distance;
437 } 467 }
438 } 468
439 }
440#if 0 469#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 470 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 471#endif
443 return op; 472 return op;
444} 473}
462 * circling behaviour. Unfortunately, this function is also used to determined 491 * 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 492 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 493 * is probably not a good thing.
465 */ 494 */
466#define MAX_SPACES 50 495#define MAX_SPACES 50
467
468 496
469/* 497/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 498 * 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 499 * 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 500 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 739 /* Need to set up the skill pointers */
712 link_player_skills (pl); 740 link_player_skills (pl);
713} 741}
714 742
715void 743void
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) 744get_party_password (object *op, partylist *party)
800{ 745{
801 if (party == NULL) 746 if (party == NULL)
802 { 747 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 748 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 749 return;
805 } 750 }
751
806 op->contr->write_buf[0] = '\0'; 752 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 753 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 754 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 755 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 756}
811
812 757
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 758/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 759static int
815roll_stat (void) 760roll_stat (void)
816{ 761{
817 int a[4], i, j, k; 762 int a[4], i, j, k;
818 763
819 for (i = 0; i < 4; i++) 764 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 767 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 768 if (a[i] < k)
824 k = a[i], j = i; 769 k = a[i], j = i;
825 770
826 for (i = 0, k = 0; i < 4; i++) 771 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 772 if (i != j)
829 k += a[i]; 773 k += a[i];
830 } 774
831 return k; 775 return k;
832} 776}
833 777
834void 778void
835roll_stats (object *op) 779object::roll_stats ()
836{ 780{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 781 int statsort [7];
840 782
841 do 783 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 } 784 {
852 while (sum < 82 || sum > 116); 785 int sum = 0;
786 for (int i = 7; i--; )
787 sum += statsort [i] = roll_stat ();
853 788
789 if (sum >= 82 && sum <= 116)
790 break;
791 }
792
854 /* Sort the stats so that rerolling is easier... */ 793 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 794 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;
862 795
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]; 796 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 797 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 798 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 799 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 800 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 801 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 802 stats.Cha = statsort[6];
887 803
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; 804 stats.exp = 0;
899 op->stats.ac = 0; 805 stats.ac = 0;
900 806
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; 807 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 808 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 809 stats.grace = stats.maxgrace;
810
811 if (contr)
812 {
813 contr->levhp[1] = 9;
814 contr->levsp[1] = 6;
815 contr->levgrace[1] = 3;
816
909 op->contr->orig_stats = op->stats; 817 contr->orig_stats = stats;
818 }
910} 819}
911 820
912void 821void
913Roll_Again (object *op) 822object::swap_stats (int a, int b)
914{ 823{
915 esrv_new_player (op->contr, 0); 824 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 825 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 826 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 827
920void 828 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 829 stats.Dex = contr->orig_stats.Dex;
830 stats.Con = contr->orig_stats.Con;
831 stats.Int = contr->orig_stats.Int;
832 stats.Wis = contr->orig_stats.Wis;
833 stats.Pow = contr->orig_stats.Pow;
834 stats.Cha = contr->orig_stats.Cha;
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
922{ 860{
923 signed char tmp;
924 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
925 862
926 if (op->contr->Swap_First == -1) 863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
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;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->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 {
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); 866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 867}
1041 868
1042/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1046 * not the class. 873 * not the class.
1047 */ 874 */
1048
1049int 875int
1050key_change_class (object *op, char key) 876key_change_class (object *op, char key)
1051{ 877{
1052 int tmp_loop; 878 int tmp_loop;
1053 879
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 880 if (key == 'd' || key == 'D')
1061 { 881 {
1062 char buf[MAX_BUF]; 882 char buf[MAX_BUF];
1063 883
1064 /* this must before then initial items are given */ 884 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 889 create_treasure (tl, op, 0, 0, 0);
1070 890
1071 INVOKE_PLAYER (BIRTH, op->contr); 891 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 892 INVOKE_PLAYER (LOGIN, op->contr);
1073 893
1074 op->contr->state = ST_PLAYING; 894 op->contr->ns->state = ST_PLAYING;
1075 895
1076 if (op->msg) 896 if (op->msg)
1077 op->msg = NULL; 897 op->msg = NULL;
1078 898
1079 /* We create this now because some of the unique maps will need it 899 /* We create this now because some of the unique maps will need it
1088 start_info (op); 908 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 909 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 910 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 911 link_player_skills (op);
1092 esrv_send_inventory (op, op); 912 esrv_send_inventory (op, op);
1093 fix_player (op); 913 op->update_stats ();
1094 914
1095 /* This moves the player to a different start map, if there 915 /* This moves the player to a different start map, if there
1096 * is one for this race 916 * is one for this race
1097 */ 917 */
1098 if (*first_map_ext_path) 918 if (*first_map_ext_path)
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 923 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 924 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 925 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 926 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 927 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 928 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 929 * if the map isn't there, then stay on the
1110 * default initial map */ 930 * default initial map */
1111 tmp->destroy (); 931 tmp->destroy ();
1112 } 932 }
1113 else 933 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 934 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 935
1117 return 0; 936 return 0;
1118 } 937 }
1119 938
1120 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1125 while (!tmp_loop) 944 while (!tmp_loop)
1126 { 945 {
1127 shstr name = op->name; 946 shstr name = op->name;
1128 int x = op->x, y = op->y; 947 int x = op->x, y = op->y;
1129 948
1130 remove_statbonus (op); 949 op->remove_statbonus ();
1131 op->remove (); 950 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 951 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 952 op->arch->clone.copy_to (op);
1134 op->instantiate (); 953 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 954 op->stats = op->contr->orig_stats;
1137 op->x = x; 956 op->x = x;
1138 op->y = y; 957 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 958 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 959 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 960 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 961 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 962 tmp_loop = allowed_class (op);
1144 } 963 }
1145 964
1146 update_object (op, UP_OBJ_FACE); 965 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 966 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 967 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 970 op->stats.grace = 0;
1152 971
1153 if (op->msg) 972 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 973 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 974
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 975 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; 976 return 0;
1158} 977}
1159 978
1160int 979int
1161key_confirm_quit (object *op, char key) 980key_confirm_quit (object *op, char key)
1162{ 981{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 982 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 983 {
1167 op->contr->state = ST_PLAYING; 984 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 985 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 986 return 1;
1170 } 987 }
1171 988
1172 INVOKE_PLAYER (LOGOUT, op->contr); 989 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 990 INVOKE_PLAYER (QUIT, op->contr);
1174 991
992 op->contr->enable_save = false;
993
1175 terminate_all_pets (op); 994 terminate_all_pets (op);
1176 leave_map (op); 995 op->remove ();
1177 op->direction = 0; 996 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 997 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 998
1180 strcpy (op->contr->killer, "quit"); 999 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1000 check_score (op);
1182 op->contr->party = NULL; 1001 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1002 op->contr->own_title[0] = '\0';
1003 op->contr->destroy ();
1185 1004
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* 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,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
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)
1982 } 1752 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1754 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1756 wcmod = -1;
1757
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1758 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1759 }
1989 else if (op->contr->bowtype == bow_threewide) 1760 else if (op->contr->bowtype == bow_threewide)
1990 { 1761 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1762 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1832
2062 if (item->arch) 1833 if (item->arch)
2063 { 1834 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
2066 item->speed = 0; 1837 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1838 }
1839
2069 if ((tmp = is_player_inv (item))) 1840 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1842 }
2072 } 1843 }
2073 else if (item->type == ROD || item->type == HORN) 1844 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1845 drain_rod_charge (item);
2076 }
2077 } 1846 }
2078} 1847}
2079 1848
2080/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
2081 */ 1850 */
2224 * 0 otherwise 1993 * 0 otherwise
2225 */ 1994 */
2226static int 1995static int
2227player_attack_door (object *op, object *door) 1996player_attack_door (object *op, object *door)
2228{ 1997{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* 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 - 1999 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
2233 */ 2001 */
2234 object *key = find_key (op, op, door); 2002 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2276 */ 2044 */
2277
2278void 2045void
2279move_player_attack (object *op, int dir) 2046move_player_attack (object *op, int dir)
2280{ 2047{
2281 object *tmp, *mon; 2048 object *tmp, *mon;
2282 sint16 nx, ny; 2049 sint16 nx, ny;
2284 maptile *m; 2051 maptile *m;
2285 2052
2286 nx = freearr_x[dir] + op->x; 2053 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2054 ny = freearr_y[dir] + op->y;
2288 2055
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2290 2057
2291 /* If braced, or can't move to the square, and it is not out of the 2058 /* 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 2059 * 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 2060 * 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 2061 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2073 return; /* Don't think this should happen */
2307 } 2074 }
2308 else 2075 else
2309 m = op->map; 2076 m = op->map;
2310 2077
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2079 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2081 return;
2315 } 2082 }
2316 2083
2317 mon = NULL; 2084 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2085 /* 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. 2086 * 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 2087 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2088 * on the space
2322 */ 2089 */
2323 while (tmp != NULL) 2090 while (tmp)
2324 { 2091 {
2325 if (tmp == op) 2092 if (tmp == op)
2326 { 2093 {
2327 tmp = tmp->above; 2094 tmp = tmp->above;
2328 continue; 2095 continue;
2338 mon = tmp; 2105 mon = tmp;
2339 2106
2340 tmp = tmp->above; 2107 tmp = tmp->above;
2341 } 2108 }
2342 2109
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2110 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2111 return; /* into a wall */
2345 2112
2346 if (mon->head != NULL) 2113 if (mon->head)
2347 mon = mon->head; 2114 mon = mon->head;
2348 2115
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2117 if (player_attack_door (op, mon))
2351 return; 2118 return;
2388 * attack them either. 2155 * attack them either.
2389 */ 2156 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2159#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2160 (op->contr->peaceful
2394 || (mon->type == PLAYER 2161 || (mon->type == PLAYER
2395 && mon->contr-> 2162 && mon->contr->
2396 peaceful)) && 2163 peaceful)) &&
2397#else 2164#else
2398 op->contr->peaceful && 2165 op->contr->peaceful &&
2399#endif 2166#endif
2400 !on_battleground)) 2167 !on_battleground))
2401 { 2168 {
2402 if (!op->contr->braced) 2169 if (!op->contr->braced)
2403 { 2170 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2172 (void) push_ob (mon, dir, op);
2406 } 2173 }
2407 else 2174 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2175 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2176
2411 if (op->contr->tmp_invis || op->hide) 2177 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2178 make_visible (op);
2413 } 2179 }
2414 2180
2415 /* If the object is a boulder or other rollable object, then 2181 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2209 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2210
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2212 }
2447 2213
2448 skill_attack (mon, op, 0, NULL, NULL); 2214 skill_attack (mon, op, 0, 0, 0);
2449 2215
2450 /* If attacking another player, that player gets automatic 2216 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2217 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2218 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2219 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2222 {
2457 short luck = mon->stats.luck; 2223 short luck = mon->stats.luck;
2458 2224
2459 mon->contr->has_hit = 1; 2225 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2226 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2227 mon->stats.luck = luck;
2462 } 2228 }
2229
2463 if (action_makes_visible (op)) 2230 if (action_makes_visible (op))
2464 make_visible (op); 2231 make_visible (op);
2465 } 2232 }
2466 } /* if player should attack something */ 2233 } /* if player should attack something */
2467} 2234}
2502 2269
2503 /* Add special check for newcs players and fire on - this way, the 2270 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2271 * server can handle repeat firing.
2505 */ 2272 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2274 op->direction = dir;
2509 }
2510 else 2275 else
2511 {
2512 op->direction = 0; 2276 op->direction = 0;
2513 } 2277
2514 /* Update how the player looks. Use the facing, so direction may 2278 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2279 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2280 * for players.
2517 */ 2281 */
2518 animate_object (op, op->facing); 2282 animate_object (op, op->facing);
2570 2334
2571 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2337 * called, so we recheck it here.
2574 */ 2338 */
2575 HandleClient (&op->contr->socket, op->contr); 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342
2576 if (op->speed_left < 0) 2343 if (op->speed_left < 0)
2577 return 0; 2344 return 0;
2578 2345
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2346 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2347 {
2589 if (op->speed_left > 0) 2356 if (op->speed_left > 0)
2590 return 1; 2357 return 1;
2591 else 2358 else
2592 return 0; 2359 return 0;
2593 } 2360 }
2361
2594 return 0; 2362 return 0;
2595} 2363}
2596 2364
2597int 2365int
2598save_life (object *op) 2366save_life (object *op)
2599{ 2367{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2368 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2369 return 0;
2604 2370
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2371 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2372 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2373 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2374 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)); 2375 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2376
2618 op->stats.hp = op->stats.maxhp; 2384 op->stats.hp = op->stats.maxhp;
2619 2385
2620 if (op->stats.food < 0) 2386 if (op->stats.food < 0)
2621 op->stats.food = 999; 2387 op->stats.food = 999;
2622 2388
2623 fix_player (op); 2389 op->update_stats ();
2624 return 1; 2390 return 1;
2625 } 2391 }
2392
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2395 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2396 return 0;
2630} 2397}
2639{ 2406{
2640 object *next; 2407 object *next;
2641 2408
2642 while (op) 2409 while (op)
2643 { 2410 {
2644 next = op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2412
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2414 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2417
2418 op->insert_at (env);
2655 } 2419 }
2656 else if (op->inv) 2420 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2422
2658 op = next; 2423 op = next;
2659 } 2424 }
2660} 2425}
2661
2662 2426
2663/* 2427/*
2664 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2441 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2442 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2443 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2444 else
2681 sprintf (buf, "%s\n", &op->name); 2445 sprintf (buf, "%s\n", &op->name);
2446
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2448 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2450 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2451 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2452 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2453
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2455 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2691 { 2457 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2458 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2459 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2460 strcat (buf2, buf);
2695 } 2461 }
2462
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2463 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2465 strcat (buf2, buf);
2466
2699 return buf2; 2467 return buf2;
2700} 2468}
2701
2702
2703 2469
2704void 2470void
2705do_some_living (object *op) 2471do_some_living (object *op)
2706{ 2472{
2707 int last_food = op->stats.food; 2473 int last_food = op->stats.food;
2716 const int max_grace = 1; 2482 const int max_grace = 1;
2717 2483
2718 if (op->contr->outputs_sync) 2484 if (op->contr->outputs_sync)
2719 { 2485 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2489 }
2724 2490
2725 if (op->contr->state == ST_PLAYING) 2491 if (op->contr->ns->state == ST_PLAYING)
2726 { 2492 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2495 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2497 else
2733 { 2498 {
2734 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2501 }
2502
2737 if (op->contr->gen_sp >= 0) 2503 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2505 else
2740 { 2506 {
2741 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2509 }
2510
2744 if (op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2513 else
2747 { 2514 {
2748 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2533 op->stats.food = last_food;
2767 } 2534 }
2768 } 2535 }
2536
2769 if (max_sp > 1) 2537 if (max_sp > 1)
2770 { 2538 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2539 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2540 if (over_sp > 0)
2773 { 2541 {
2774 if (op->stats.sp < op->stats.maxsp) 2542 if (op->stats.sp < op->stats.maxsp)
2775 { 2543 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2547 op->stats.sp--;
2548
2779 if (op->stats.sp > op->stats.maxsp) 2549 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2550 op->stats.sp = op->stats.maxsp;
2781 } 2551 }
2782 op->last_sp = 0; 2552 op->last_sp = 0;
2783 } 2553 }
2784 else 2554 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2556 }
2789 else 2557 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2559 }
2794 2560
2795 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2563 if (--op->last_grace < 0)
2798 { 2564 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2801 if (max_grace > 1) 2568 if (max_grace > 1)
2802 { 2569 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2571 if (over_grace > 0)
2805 { 2572 {
2833 op->stats.food += op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2601 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2602 op->stats.food = last_food;
2836 } 2603 }
2837 } 2604 }
2605
2838 if (max_hp > 1) 2606 if (max_hp > 1)
2839 { 2607 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2609 if (over_hp > 0)
2842 { 2610 {
2866 2634
2867 if (op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2637 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2871 /* dms do not consume food */ 2640 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2642 op->stats.food--;
2874 } 2643 }
2875 }
2876 2644
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2646 {
2879 object *tmp, *flesh = NULL; 2647 object *tmp, *flesh = 0;
2880 2648
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2650 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2652 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2656 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2658 break;
2891 } 2659 }
2892 else if (tmp->type == FLESH) 2660 else if (tmp->type == FLESH)
2893 flesh = tmp; 2661 flesh = tmp;
2894 } /* End if paid for object */ 2662 } /* End if paid for object */
2895 } /* end of for loop */ 2663 } /* end of for loop */
2664
2896 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2666 * eat flesh instead.
2898 */ 2667 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2669 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2671 manual_apply (op, flesh, 0);
2903 } 2672 }
2904 } /* end if player is starving */ 2673 }
2905 2674
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2908 2677
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2679 kill_player (op);
2680 }
2911} 2681}
2912
2913
2914 2682
2915/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2686 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2716 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..."); 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2718
2951 /* restore player */ 2719 /* restore player */
2952 at = archetype::find ("poisoning"); 2720 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2722 {
2956 tmp->destroy (); 2723 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2725 }
2959 2726
2960 at = archetype::find ("confusion"); 2727 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2729 {
2964 tmp->destroy (); 2730 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2732 }
2967 2733
2969 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2736 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2737 op->stats.food = 999;
2972 2738
2973 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2741 {
2977 sprintf (buf, "%s's finger", &op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2743 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " 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); 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2747 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2751 }
2988 2752
2989 /* teleport defeated player to new destination */ 2753 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2755 op->contr->braced = 0;
3017 op->stats.hp = op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
3018 return; 2782 return;
3019 } 2783 }
3020 sprintf (buf, "%s died.", &op->name); 2784 sprintf (buf, "%s died.", &op->name);
3021 } 2785 }
2786
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2788
3024 /* save the map location for corpse, gravestone */ 2789 /* save the map location for corpse, gravestone */
3025 x = op->x; 2790 x = op->x;
3026 y = op->y; 2791 y = op->y;
3027 map = op->map; 2792 map = op->map;
3028 2793
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
3035 */ 2797 */
3036 2798
3037 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2801 * of death.
3040 */ 2802 */
3041#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2804 if (settings.balanced_stat_loss)
3043 { 2805 {
3044 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2808 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2811 little bit harder. */
3050 /* GD */ 2812 /* GD */
3051 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2814 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2815 else
3057 { 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
3058 num_stats_lose = 1; 2819 num_stats_lose = 1;
3059 } 2820
3060 lost_a_stat = 0; 2821 lost_a_stat = 0;
3061 2822
3062 for (z = 0; z < num_stats_lose; z++) 2823 for (z = 0; z < num_stats_lose; z++)
3063 { 2824 {
3064 i = RANDOM () % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
3065 2826
3066 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3067 { 2828 {
3068 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2830 * what he lost.
3070 */ 2831 */
3071 change_attr_value (&(op->stats), i, -1); 2832 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2833 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2837 lost_a_stat = 1;
2838 }
2839 else
2840 {
2841 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion");
2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2847 {
2848 dep = arch_to_object (deparch);
2849 insert_ob_in_ob (dep, op);
3077 } 2850 }
3078 else 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
3079 { 2853 {
3080 /* deplete a stat */ 2854 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2855 /* Get the stat that we're about to deplete. */
3082 object *dep; 2856 this_stat = get_attr_value (&(dep->stats), i);
3083 2857 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2858 {
3087 dep = arch_to_object (deparch); 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2860 int keep_chance = this_stat * this_stat;
3089 } 2861
3090 lose_this_stat = 1; 2862 /* 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) 2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2868 {
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; 2869 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2871 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 } 2872 }
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 */ 2873 else
3132 if (this_stat >= -50)
3133 { 2874 {
3134 change_attr_value (&(dep->stats), i, -1); 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2880 }
3140 } 2881 }
3141 } 2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2894 {
2895 change_attr_value (&(dep->stats), i, -1);
2896 SET_FLAG (dep, FLAG_APPLIED);
2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898 op->update_stats ();
2899 lost_a_stat = 1;
2900 }
3142 } 2901 }
2902 }
2903 }
3143 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2905 if (!lost_a_stat)
3145 { 2906 {
3146 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2908 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2909 const char *god = determine_god (op);
3149 2910
3150 if (god && (strcmp (god, "none"))) 2911 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); 2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2913 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2915 }
3155#else 2916#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2918#endif
3158 2919
3159 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2921 * exp loss on the stone.
3161 */ 2922 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2925 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2927 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); 2928 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; 2929 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2932
3172 /**************************************/ 2933 /**************************************/
3173 /* */ 2934 /* */
3174 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
3177 /* */ 2938 /* */
3178 /**************************************/ 2939 /**************************************/
3179 2940
3180 /* remove any poisoning and confusion the character may be suffering. */ 2941 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2942 /* restore player */
3182 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
3184 2945
3185 if (tmp) 2946 if (tmp)
3186 { 2947 {
3187 tmp->destroy (); 2948 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2950 }
3190 2951
3191 at = archetype::find ("confusion"); 2952 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2954 if (tmp)
3194 { 2955 {
3195 tmp->destroy (); 2956 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2958 }
3198 2959
3199 cure_disease (op, 0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
3200 2961
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2963 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2964 if (op->stats.food < 100)
3204 op->stats.food = 900; 2965 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2969
3209 /* 2970 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2973 * in the map.
3213 */ 2974 */
3214 2975
3215 if (is_in_shop (op)) 2976 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
3217 2978
3218 /****************************************/ 2979 /****************************************/
3219 /* */ 2980 /* */
3220 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
3222 /* */ 2983 /* */
3223 /****************************************/ 2984 /****************************************/
3224 2985
3225 enter_player_savebed (op); 2986 enter_player_savebed (op);
3226 2987
3227 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 2989 * chance of abuse.
3229 */ 2990 */
3230 op->contr->braced = 0; 2991 op->contr->braced = 0;
3231 save_player (op, 1); 2992 op->contr->save ();
3232 2993
3233 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2997 * on the space that might harm the player.
3237 */ 2998 */
3238 will_kill_again = 0; 2999 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
3242 3003
3243 if (will_kill_again) 3004 if (will_kill_again)
3244 { 3005 {
3245 object *force; 3006 object *force;
3246 int at; 3007 int at;
3247 3008
3248 force = get_archetype (FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3011 force->speed = 0.1;
3251 force->speed_left = -5.0; 3012 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3014 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3016 force->resist[at] = 100;
3256 3017
3257 insert_ob_in_ob (force, op); 3018 insert_ob_in_ob (force, op);
3258 fix_player (op); 3019 op->update_stats ();
3259 3020
3260 } 3021 }
3261 3022
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3023 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} 3024}
3331
3332 3025
3333void 3026void
3334loot_object (object *op) 3027loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3028{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3029 object *tmp, *tmp2, *next;
3337 3030
3338 if (op->container) 3031 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3032 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3033
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3034 for (tmp = op->inv; tmp; tmp = next)
3344 { 3035 {
3345 next = tmp->below; 3036 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3037
3038 if (tmp->invisible)
3347 continue; 3039 continue;
3040
3348 tmp->remove (); 3041 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3043 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3044 { /* empty container to ground */
3352 loot_object (tmp); 3045 loot_object (tmp);
3374 */ 3067 */
3375 3068
3376void 3069void
3377fix_weight (void) 3070fix_weight (void)
3378{ 3071{
3379 player *pl; 3072 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3073 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3075
3385 if (old == sum) 3076 if (old == sum)
3386 continue; 3077 continue;
3387 fix_player (pl->ob); 3078 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3080 }
3390} 3081}
3391 3082
3392void 3083void
3393fix_luck (void) 3084fix_luck (void)
3394{ 3085{
3395 player *pl; 3086 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3088 pl->ob->change_luck (0);
3400} 3089}
3401
3402 3090
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3406 */ 3094 */
3407
3408void 3095void
3409cast_dust (object *op, object *throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3410{ 3097{
3411 object *skop, *spob; 3098 object *skop, *spob;
3412 3099
3457 object *tmp = NULL; 3144 object *tmp = NULL;
3458 3145
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3147 return 1;
3461 3148
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; 3149 return 0;
3468} 3150}
3469 3151
3470/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3268 if (mflags & P_OUT_OF_MAP)
3587 continue; 3269 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3271 continue;
3590 3272
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3274 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3276 return 1;
3595 else if (tmp->type == PLAYER) 3277 else if (tmp->type == PLAYER)
3596 { 3278 {
3626 if (pl->type != PLAYER) 3308 if (pl->type != PLAYER)
3627 { 3309 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3310 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3311 return -1;
3630 } 3312 }
3313
3631 if (!pl || !op) 3314 if (!pl || !op)
3632 return 0; 3315 return 0;
3633 3316
3634 if (op->head)
3635 {
3636 op = op->head; 3317 op = op->head_ ();
3637 } 3318
3638 get_rangevector (pl, op, &rv, 0x1); 3319 get_rangevector (pl, op, &rv, 0x1);
3639 3320
3640 /* starting with the 'head' part, lets loop 3321 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3322 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3323 * part that is in the los array but isnt on
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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