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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 1.77 by root, Sun Dec 31 21:02:05 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 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 164 op->x = -1;
189 return 0; 165 op->y = -1;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 166}
196 167
197/* This no longer sets the player map. Also, it now updates 168void
198 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
199 * Caller is responsible for setting the correct map.
200 */
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{ 170{
211 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
212 int i;
213 172
214 if (!p) 173 EXIT_PATH (tmp) = maplevel;
215 { 174 EXIT_X (tmp) = ob->x;
216 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
217 177
218 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
219 * complexity here because we want to add the new player at the 179}
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;
225 180
226 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
227 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
228 if (tmp != NULL) 183void
229 tmp->next = p; 184player::connect (client *ns)
230 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
231 first_player = p; 190 first_player = this;
232 191
233 p->next = NULL; 192 ns->update_look = 0;
234 } 193 ns->look_position = 0;
235 194
236 /* Clears basically the entire player structure except 195 clear_los (ob);
237 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
238 */ 217 */
239 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
240 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate_recursive ();
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 ob->roll_stats ();
301}
302
303player::player ()
304{
241 /* There are some elements we want initialized to non zero value - 305 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point. 306 * we deal with that below this point.
243 */ 307 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 308 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 309 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 310 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 311
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 312 savebed_map = first_map_path; /* Init. respawn position */
255 313
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; 314 gen_sp_armour = 10;
270 p->last_speed = -1; 315 last_speed = -1;
271 p->shoottype = range_none; 316 shoottype = range_none;
272 p->bowtype = bow_normal; 317 bowtype = bow_normal;
273 p->petmode = pet_normal; 318 petmode = pet_normal;
274 p->listening = 10; 319 listening = 10;
275 p->usekeys = containers; 320 usekeys = containers;
276 p->last_weapon_sp = -1; 321 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 322 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 323 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);
286 324
287 /* we need to clear these to -1 and not zero - otherwise, 325 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 326 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 327 * send new values to the client, as things like exp start
290 * at zero. 328 * at zero.
291 */ 329 */
292 for (i = 0; i < NUM_SKILLS; i++) 330 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 331 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 332
296 }
297 for (i = 0; i < NROFATTACKS; i++) 333 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 334 last_resist[i] = -1;
300 } 335
301 p->last_stats.exp = -1; 336 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 337 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 338}
308 339
309/* This loads the first map an puts the player on it. */ 340void
310static void 341player::do_destroy ()
311set_first_map (object *op)
312{ 342{
313 strcpy (op->contr->maplevel, first_map_path); 343 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 344
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
319/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
321 * mode. 385 * mode.
322 */ 386 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
328 391
329 p = get_player (NULL); 392 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
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); 393 set_first_map (pl->ob);
344 394
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; 395 return pl;
353} 396}
354 397
355/* 398/*
356 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
366 { 409 {
367 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
368 at = first_archetype; 411 at = first_archetype;
369 else 412 else
370 at = at->next; 413 at = at->next;
414
371 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
372 return at; 416 return at;
417
373 if (at == start) 418 if (at == start)
374 { 419 {
375 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 421 exit (-1);
377 } 422 }
378 } 423 }
379} 424}
380 425
381
382object * 426object *
383get_nearest_player (object *mon) 427get_nearest_player (object *mon)
384{ 428{
385 object *op = NULL; 429 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 430 objectlink *ol;
388 unsigned lastdist; 431 unsigned lastdist;
389 rv_vector rv; 432 rv_vector rv;
390 433
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 { 466 {
424 op = ol->ob; 467 op = ol->ob;
425 lastdist = rv.distance; 468 lastdist = rv.distance;
426 } 469 }
427 } 470 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 471
429 { 472 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 473 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 474 if (lastdist > rv.distance)
434 { 475 {
435 op = pl->ob; 476 op = pl->ob;
436 lastdist = rv.distance; 477 lastdist = rv.distance;
437 } 478 }
438 } 479
439 }
440#if 0 480#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 481 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 482#endif
443 return op; 483 return op;
444} 484}
462 * circling behaviour. Unfortunately, this function is also used to determined 502 * 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 503 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 504 * is probably not a good thing.
465 */ 505 */
466#define MAX_SPACES 50 506#define MAX_SPACES 50
467
468 507
469/* 508/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 509 * 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 510 * 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 511 * player and if path is blocked then see if blockage is close enough to player that
711 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
712 link_player_skills (pl); 751 link_player_skills (pl);
713} 752}
714 753
715void 754void
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) 755get_party_password (object *op, partylist *party)
800{ 756{
801 if (party == NULL) 757 if (party == NULL)
802 { 758 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 760 return;
805 } 761 }
762
806 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 767}
811
812 768
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 770static int
815roll_stat (void) 771roll_stat (void)
816{ 772{
817 int a[4], i, j, k; 773 int a[4], i, j, k;
818 774
819 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 779 if (a[i] < k)
824 k = a[i], j = i; 780 k = a[i], j = i;
825 781
826 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 783 if (i != j)
829 k += a[i]; 784 k += a[i];
830 } 785
831 return k; 786 return k;
832} 787}
833 788
834void 789void
835roll_stats (object *op) 790object::roll_stats ()
836{ 791{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 792 int statsort [7];
840 793
841 do 794 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 } 795 {
852 while (sum < 82 || sum > 116); 796 int sum = 0;
797 for (int i = 7; i--; )
798 sum += statsort [i] = roll_stat ();
853 799
800 if (sum >= 82 && sum <= 116)
801 break;
802 }
803
854 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 805 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;
862 806
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]; 807 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 808 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 809 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 810 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 811 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 812 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 813 stats.Cha = statsort[6];
887 814
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; 815 stats.exp = 0;
899 op->stats.ac = 0; 816 stats.ac = 0;
900 817
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; 818 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
909 op->contr->orig_stats = op->stats; 828 contr->orig_stats = stats;
829 }
910} 830}
911 831
912void 832void
913Roll_Again (object *op) 833object::swap_stats (int a, int b)
914{ 834{
915 esrv_new_player (op->contr, 0); 835 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 836 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)? "); 837 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 838
920void 839 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
922{ 871{
923 signed char tmp;
924 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
925 873
926 if (op->contr->Swap_First == -1) 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
1041 879
1042/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1046 * not the class. 884 * not the class.
1047 */ 885 */
1048
1049int 886int
1050key_change_class (object *op, char key) 887key_change_class (object *op, char key)
1051{ 888{
1052 int tmp_loop; 889 int tmp_loop;
1053 890
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 891 if (key == 'd' || key == 'D')
1061 { 892 {
1062 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
1063 894
1064 /* this must before then initial items are given */ 895 /* this must before then initial items are given */
1069 create_treasure (tl, op, 0, 0, 0); 900 create_treasure (tl, op, 0, 0, 0);
1070 901
1071 INVOKE_PLAYER (BIRTH, op->contr); 902 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 903 INVOKE_PLAYER (LOGIN, op->contr);
1073 904
1074 op->contr->state = ST_PLAYING; 905 op->contr->ns->state = ST_PLAYING;
1075 906
1076 if (op->msg) 907 if (op->msg)
1077 op->msg = NULL; 908 op->msg = NULL;
1078 909
1079 /* We create this now because some of the unique maps will need it 910 /* We create this now because some of the unique maps will need it
1088 start_info (op); 919 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 920 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 921 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 922 link_player_skills (op);
1092 esrv_send_inventory (op, op); 923 esrv_send_inventory (op, op);
1093 fix_player (op); 924 op->update_stats ();
1094 925
1095 /* This moves the player to a different start map, if there 926 /* This moves the player to a different start map, if there
1096 * is one for this race 927 * is one for this race
1097 */ 928 */
1098 if (*first_map_ext_path) 929 if (*first_map_ext_path)
1099 { 930 {
1100 object *tmp; 931 object *tmp;
1101 char mapname[MAX_BUF]; 932 char mapname[MAX_BUF];
1102 933
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 934 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 935 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 936 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 937 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 938 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 939 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 940 * if the map isn't there, then stay on the
1110 * default initial map */ 941 * default initial map */
1111 tmp->destroy (); 942 tmp->destroy ();
1112 } 943 }
1113 else 944 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 945 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 946
1117 return 0; 947 return 0;
1118 } 948 }
1119 949
1120 /* Following actually changes the race - this is the default command 950 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 951 * if we don't match with one of the options above.
1125 while (!tmp_loop) 955 while (!tmp_loop)
1126 { 956 {
1127 shstr name = op->name; 957 shstr name = op->name;
1128 int x = op->x, y = op->y; 958 int x = op->x, y = op->y;
1129 959
1130 remove_statbonus (op); 960 op->remove_statbonus ();
1131 op->remove (); 961 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 962 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 963 op->arch->clone.copy_to (op);
1134 op->instantiate (); 964 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 965 op->stats = op->contr->orig_stats;
1137 op->x = x; 967 op->x = x;
1138 op->y = y; 968 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 969 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 970 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 971 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 972 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 973 tmp_loop = allowed_class (op);
1144 } 974 }
1145 975
1146 update_object (op, UP_OBJ_FACE); 976 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 977 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 978 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 979 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 980 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 981 op->stats.grace = 0;
1152 982
1153 if (op->msg) 983 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 984 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 985
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 986 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; 987 return 0;
1158} 988}
1159 989
1160int 990int
1161key_confirm_quit (object *op, char key) 991key_confirm_quit (object *op, char key)
1162{ 992{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 994 {
1167 op->contr->state = ST_PLAYING; 995 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 997 return 1;
1170 } 998 }
1171 999
1172 INVOKE_PLAYER (LOGOUT, op->contr); 1000 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 1001 INVOKE_PLAYER (QUIT, op->contr);
1174 1002
1003 op->contr->enable_save = false;
1004
1175 terminate_all_pets (op); 1005 terminate_all_pets (op);
1176 leave_map (op); 1006 op->remove ();
1177 op->direction = 0; 1007 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 1009
1180 strcpy (op->contr->killer, "quit"); 1010 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1011 check_score (op);
1182 op->contr->party = NULL; 1012 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1185 1015
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; 1016 return 1;
1207} 1017}
1208 1018
1209void 1019void
1210flee_player (object *op) 1020flee_player (object *op)
1241 { 1051 {
1242 op->enemy = NULL; 1052 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1053 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1054 return;
1245 } 1055 }
1056
1246 get_rangevector (op, op->enemy, &rv, 0); 1057 get_rangevector (op, op->enemy, &rv, 0);
1247 1058
1248 dir = absdir (4 + rv.direction); 1059 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1060 for (diff = 0; diff < 3; diff++)
1250 { 1061 {
1251 int m = 1 - (RANDOM () & 2); 1062 int m = 1 - (RANDOM () & 2);
1252 1063
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1064 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1065 return;
1256 }
1257 } 1066 }
1067
1258 /* Cornered, get rid of scared */ 1068 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1069 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1070 op->enemy = NULL;
1261} 1071}
1262 1072
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1158 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)))); 1159 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1160 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1161 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)))); 1162 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1163
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1164 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 } 1165 }
1166
1384 /* philosophy: 1167 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1168 * 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 1169 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1172 * example.
1390 * The drawback: right now it has no frontend, so you need to 1173 * 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 1174 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1601 if (!dir)
1819 { 1602 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1604 return 0;
1822 } 1605 }
1606
1823 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1825 else 1609 else
1826 { 1610 {
1827 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1835 { 1619 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1621 return 0;
1838 } 1622 }
1839 } 1623 }
1624
1840 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1841 { 1626 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1628 return 0;
1844 } 1629 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1632
1848 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1851 if (bowspeed < 1) 1637 if (bowspeed < 1)
1852 bowspeed = 1; 1638 bowspeed = 1;
1853 1639
1854 if (arrow == NULL) 1640 if (arrow == NULL)
1855 { 1641 {
1861 else 1647 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1649 return 0;
1864 } 1650 }
1865 } 1651 }
1652
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1655 return 0;
1870 } 1656
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1658 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1660 return 0;
1875 } 1661 }
1881 return 0; 1667 return 0;
1882 } 1668 }
1883 1669
1884 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1672 if (!arrow)
1887 { 1673 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1675 return 0;
1890 } 1676 }
1677
1891 arrow->set_owner (op); 1678 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1680 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1681
1898 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1899 { 1683 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1685 op->update_stats ();
1902 } 1686 }
1903 1687
1904 SET_ANIMATION (arrow, arrow->direction); 1688 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1690 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1691 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1692 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1693 arrow->spellarg = strdup (arrow->slaying);
1910 1694
1911 /* Note that this was different for monsters - they got their level 1695 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1696 * added to the damage. I think the strength bonus is more proper.
1913 */ 1697 */
1914 1698
1916 1700
1917 /* update the speed */ 1701 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1702 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; 1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1704
1921 if (arrow->speed < 1.0) 1705 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1706 arrow->speed_left = 0;
1925 1707
1926 if (op->type == PLAYER) 1708 if (op->type == PLAYER)
1927 { 1709 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1720 }
1939 1721
1940 if (arrow->attacktype == AT_PHYSICAL) 1722 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1942 1724
1943 if (bow->slaying != NULL) 1725 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1726 arrow->slaying = bow->slaying;
1945 1727
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1730
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1732 m->insert (arrow, sx, sy, op);
1952 1733
1953 if (!arrow->destroyed ()) 1734 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1735 move_arrow (arrow);
1955 1736
1956 if (op->type == PLAYER) 1737 if (op->type == PLAYER)
1982 } 1763 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1764 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1765 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1767 wcmod = -1;
1768
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1770 }
1989 else if (op->contr->bowtype == bow_threewide) 1771 else if (op->contr->bowtype == bow_threewide)
1990 { 1772 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1843
2062 if (item->arch) 1844 if (item->arch)
2063 { 1845 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2066 item->speed = 0; 1848 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1849 }
1850
2069 if ((tmp = is_player_inv (item))) 1851 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1853 }
2072 } 1854 }
2073 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1856 drain_rod_charge (item);
2076 }
2077 } 1857 }
2078} 1858}
2079 1859
2080/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2081 */ 1861 */
2224 * 0 otherwise 2004 * 0 otherwise
2225 */ 2005 */
2226static int 2006static int
2227player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2228{ 2008{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2233 */ 2012 */
2234 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2272 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2276 */ 2055 */
2277
2278void 2056void
2279move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2280{ 2058{
2281 object *tmp, *mon; 2059 object *tmp, *mon;
2282 sint16 nx, ny; 2060 sint16 nx, ny;
2284 maptile *m; 2062 maptile *m;
2285 2063
2286 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2288 2066
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2290 2068
2291 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * player. This is a pretty nasty hack, because if we could
2306 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2307 } 2085 }
2308 else 2086 else
2309 m = op->map; 2087 m = op->map;
2310 2088
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2312 { 2090 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2314 return; 2092 return;
2315 } 2093 }
2316 2094
2317 mon = NULL; 2095 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* 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. 2097 * 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 2098 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2099 * on the space
2322 */ 2100 */
2323 while (tmp != NULL) 2101 while (tmp)
2324 { 2102 {
2325 if (tmp == op) 2103 if (tmp == op)
2326 { 2104 {
2327 tmp = tmp->above; 2105 tmp = tmp->above;
2328 continue; 2106 continue;
2338 mon = tmp; 2116 mon = tmp;
2339 2117
2340 tmp = tmp->above; 2118 tmp = tmp->above;
2341 } 2119 }
2342 2120
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2122 return; /* into a wall */
2345 2123
2346 if (mon->head != NULL) 2124 if (mon->head)
2347 mon = mon->head; 2125 mon = mon->head;
2348 2126
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2351 return; 2129 return;
2388 * attack them either. 2166 * attack them either.
2389 */ 2167 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2171 (op->contr->peaceful
2394 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2395 && mon->contr-> 2173 && mon->contr->
2396 peaceful)) && 2174 peaceful)) &&
2397#else 2175#else
2398 op->contr->peaceful && 2176 op->contr->peaceful &&
2399#endif 2177#endif
2400 !on_battleground)) 2178 !on_battleground))
2401 { 2179 {
2402 if (!op->contr->braced) 2180 if (!op->contr->braced)
2403 { 2181 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2406 } 2184 }
2407 else 2185 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2187
2411 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2189 make_visible (op);
2413 } 2190 }
2414 2191
2415 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2221
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2223 }
2447 2224
2448 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2449 2226
2450 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2230 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2233 {
2457 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2458 2235
2459 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2462 } 2239 }
2240
2463 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2464 make_visible (op); 2242 make_visible (op);
2465 } 2243 }
2466 } /* if player should attack something */ 2244 } /* if player should attack something */
2467} 2245}
2502 2280
2503 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2282 * server can handle repeat firing.
2505 */ 2283 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2285 op->direction = dir;
2509 }
2510 else 2286 else
2511 {
2512 op->direction = 0; 2287 op->direction = 0;
2513 } 2288
2514 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2291 * for players.
2517 */ 2292 */
2518 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2570 2345
2571 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2348 * called, so we recheck it here.
2574 */ 2349 */
2575 HandleClient (&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2576 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2577 return 0; 2355 return 0;
2578 2356
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2358 {
2589 if (op->speed_left > 0) 2367 if (op->speed_left > 0)
2590 return 1; 2368 return 1;
2591 else 2369 else
2592 return 0; 2370 return 0;
2593 } 2371 }
2372
2594 return 0; 2373 return 0;
2595} 2374}
2596 2375
2597int 2376int
2598save_life (object *op) 2377save_life (object *op)
2599{ 2378{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2380 return 0;
2604 2381
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2384 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2385 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)); 2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2387
2618 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2619 2396
2620 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2621 op->stats.food = 999; 2398 op->stats.food = 999;
2622 2399
2623 fix_player (op); 2400 op->update_stats ();
2624 return 1; 2401 return 1;
2625 } 2402 }
2403
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2406 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2407 return 0;
2630} 2408}
2639{ 2417{
2640 object *next; 2418 object *next;
2641 2419
2642 while (op) 2420 while (op)
2643 { 2421 {
2644 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2423
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2425 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2428
2429 op->insert_at (env);
2655 } 2430 }
2656 else if (op->inv) 2431 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2433
2658 op = next; 2434 op = next;
2659 } 2435 }
2660} 2436}
2661
2662 2437
2663/* 2438/*
2664 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2452 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2455 else
2681 sprintf (buf, "%s\n", &op->name); 2456 sprintf (buf, "%s\n", &op->name);
2457
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2459 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2462 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2466 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2467 if (op->type == PLAYER)
2691 { 2468 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2471 strcat (buf2, buf);
2695 } 2472 }
2473
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2476 strcat (buf2, buf);
2477
2699 return buf2; 2478 return buf2;
2700} 2479}
2701
2702
2703 2480
2704void 2481void
2705do_some_living (object *op) 2482do_some_living (object *op)
2706{ 2483{
2707 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2716 const int max_grace = 1; 2493 const int max_grace = 1;
2717 2494
2718 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2719 { 2496 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 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) 2498 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]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2500 }
2724 2501
2725 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2726 { 2503 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2508 else
2733 { 2509 {
2734 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2512 }
2513
2737 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2516 else
2740 { 2517 {
2741 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2520 }
2521
2744 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2524 else
2747 { 2525 {
2748 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2544 op->stats.food = last_food;
2767 } 2545 }
2768 } 2546 }
2547
2769 if (max_sp > 1) 2548 if (max_sp > 1)
2770 { 2549 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2551 if (over_sp > 0)
2773 { 2552 {
2774 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2775 { 2554 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2558 op->stats.sp--;
2559
2779 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2781 } 2562 }
2782 op->last_sp = 0; 2563 op->last_sp = 0;
2783 } 2564 }
2784 else 2565 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2567 }
2789 else 2568 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2570 }
2794 2571
2795 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2798 { 2575 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2801 if (max_grace > 1) 2579 if (max_grace > 1)
2802 { 2580 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2582 if (over_grace > 0)
2805 { 2583 {
2833 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2613 op->stats.food = last_food;
2836 } 2614 }
2837 } 2615 }
2616
2838 if (max_hp > 1) 2617 if (max_hp > 1)
2839 { 2618 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2620 if (over_hp > 0)
2842 { 2621 {
2866 2645
2867 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2648 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2871 /* dms do not consume food */ 2651 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2653 op->stats.food--;
2874 } 2654 }
2875 }
2876 2655
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2657 {
2879 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2880 2659
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2661 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2669 break;
2891 } 2670 }
2892 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2893 flesh = tmp; 2672 flesh = tmp;
2894 } /* End if paid for object */ 2673 } /* End if paid for object */
2895 } /* end of for loop */ 2674 } /* end of for loop */
2675
2896 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2677 * eat flesh instead.
2898 */ 2678 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2680 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2903 } 2683 }
2904 } /* end if player is starving */ 2684 }
2905 2685
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2908 2688
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2690 kill_player (op);
2691 }
2911} 2692}
2912
2913
2914 2693
2915/* If the player should die (lack of hp, food, etc), we call this. 2694/* 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 2695 * 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 2696 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2697 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 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..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2729
2951 /* restore player */ 2730 /* restore player */
2952 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2733 {
2956 tmp->destroy (); 2734 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2736 }
2959 2737
2960 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2740 {
2964 tmp->destroy (); 2741 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2743 }
2967 2744
2969 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2748 op->stats.food = 999;
2972 2749
2973 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2752 {
2977 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2754 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " 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); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2758 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2985 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2762 }
2988 2763
2989 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2766 op->contr->braced = 0;
3017 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
3018 return; 2793 return;
3019 } 2794 }
3020 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3021 } 2796 }
2797
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2799
3024 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3025 x = op->x; 2801 x = op->x;
3026 y = op->y; 2802 y = op->y;
3027 map = op->map; 2803 map = op->map;
3028 2804
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
3035 */ 2808 */
3036 2809
3037 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2812 * of death.
3040 */ 2813 */
3041#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3043 { 2816 {
3044 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2819 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2822 little bit harder. */
3050 /* GD */ 2823 /* GD */
3051 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2825 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2826 else
3057 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3058 num_stats_lose = 1; 2830 num_stats_lose = 1;
3059 } 2831
3060 lost_a_stat = 0; 2832 lost_a_stat = 0;
3061 2833
3062 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3063 { 2835 {
3064 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3065 2837
3066 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3067 { 2839 {
3068 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2841 * what he lost.
3070 */ 2842 */
3071 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3077 } 2861 }
3078 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3079 { 2864 {
3080 /* deplete a stat */ 2865 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3082 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3083 2868 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2869 {
3087 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3089 } 2872
3090 lose_this_stat = 1; 2873 /* 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) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2879 {
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; 2880 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2882 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 } 2883 }
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 */ 2884 else
3132 if (this_stat >= -50)
3133 { 2885 {
3134 change_attr_value (&(dep->stats), i, -1); 2886 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; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2891 }
3140 } 2892 }
3141 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3142 } 2912 }
2913 }
2914 }
3143 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2916 if (!lost_a_stat)
3145 { 2917 {
3146 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3149 2921
3150 if (god && (strcmp (god, "none"))) 2922 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); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2924 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2926 }
3155#else 2927#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2929#endif
3158 2930
3159 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2932 * exp loss on the stone.
3161 */ 2933 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2936 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2938 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); 2939 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; 2940 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2943
3172 /**************************************/ 2944 /**************************************/
3173 /* */ 2945 /* */
3174 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3177 /* */ 2949 /* */
3178 /**************************************/ 2950 /**************************************/
3179 2951
3180 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2953 /* restore player */
3182 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3184 2956
3185 if (tmp) 2957 if (tmp)
3186 { 2958 {
3187 tmp->destroy (); 2959 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2961 }
3190 2962
3191 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2965 if (tmp)
3194 { 2966 {
3195 tmp->destroy (); 2967 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2969 }
3198 2970
3199 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3200 2972
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3204 op->stats.food = 900; 2976 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2980
3209 /* 2981 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2982 * 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 2983 * the player has any unpaid items. If so, remove them and put them back
3212 * in the map. 2984 * in the map.
3213 */ 2985 */
3214 2986
3215 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3217 2989
3218 /****************************************/ 2990 /****************************************/
3219 /* */ 2991 /* */
3220 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3222 /* */ 2994 /* */
3223 /****************************************/ 2995 /****************************************/
3224 2996
3225 enter_player_savebed (op); 2997 enter_player_savebed (op);
3226 2998
3227 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3000 * chance of abuse.
3229 */ 3001 */
3230 op->contr->braced = 0; 3002 op->contr->braced = 0;
3231 save_player (op, 1); 3003 op->contr->save ();
3232 3004
3233 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3008 * on the space that might harm the player.
3237 */ 3009 */
3238 will_kill_again = 0; 3010 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3242 3014
3243 if (will_kill_again) 3015 if (will_kill_again)
3244 { 3016 {
3245 object *force; 3017 object *force;
3246 int at; 3018 int at;
3247 3019
3248 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3022 force->speed = 0.1;
3251 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3027 force->resist[at] = 100;
3256 3028
3257 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3258 fix_player (op); 3030 op->update_stats ();
3259 3031
3260 } 3032 }
3261 3033
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 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} 3035}
3331
3332 3036
3333void 3037void
3334loot_object (object *op) 3038loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3337 3041
3338 if (op->container) 3042 if (op->container)
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3341 }
3342 3044
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3344 { 3046 {
3345 next = tmp->below; 3047 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 3048
3049 if (tmp->invisible)
3347 continue; 3050 continue;
3051
3348 tmp->remove (); 3052 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3350 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 3055 { /* empty container to ground */
3352 loot_object (tmp); 3056 loot_object (tmp);
3374 */ 3078 */
3375 3079
3376void 3080void
3377fix_weight (void) 3081fix_weight (void)
3378{ 3082{
3379 player *pl; 3083 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3084 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3086
3385 if (old == sum) 3087 if (old == sum)
3386 continue; 3088 continue;
3387 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3091 }
3390} 3092}
3391 3093
3392void 3094void
3393fix_luck (void) 3095fix_luck (void)
3394{ 3096{
3395 player *pl; 3097 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3400} 3100}
3401
3402 3101
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3406 */ 3105 */
3407
3408void 3106void
3409cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3410{ 3108{
3411 object *skop, *spob; 3109 object *skop, *spob;
3412 3110
3457 object *tmp = NULL; 3155 object *tmp = NULL;
3458 3156
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3158 return 1;
3461 3159
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; 3160 return 0;
3468} 3161}
3469 3162
3470/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3586 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3587 continue; 3280 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3282 continue;
3590 3283
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3285 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3287 return 1;
3595 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3596 { 3289 {
3626 if (pl->type != PLAYER) 3319 if (pl->type != PLAYER)
3627 { 3320 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3322 return -1;
3630 } 3323 }
3324
3631 if (!pl || !op) 3325 if (!pl || !op)
3632 return 0; 3326 return 0;
3633 3327
3634 if (op->head)
3635 {
3636 op = op->head; 3328 op = op->head_ ();
3637 } 3329
3638 get_rangevector (pl, op, &rv, 0x1); 3330 get_rangevector (pl, op, &rv, 0x1);
3639 3331
3640 /* starting with the 'head' part, lets loop 3332 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3333 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3334 * part that is in the los array but isnt on
3650 3342
3651 /* only the viewable area the player sees is updated by LOS 3343 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3344 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3345 * for any meaningful values.
3654 */ 3346 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3350 return 1;
3659 op = op->more; 3351 op = op->more;
3660 } 3352 }
3661 return 0; 3353 return 0;
3662} 3354}
3848 { 3540 {
3849 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3542 object *skin;
3851 3543
3852 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3545 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); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547 ;
3548
3854 if (skin == NULL) 3549 if (!skin)
3855 return; 3550 return;
3856 3551
3857 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3554 {

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