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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.52 by root, Thu Dec 21 23:37:06 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#ifdef COZY_SERVER
37extern int same_party (partylist *a, partylist *b); 34extern int same_party (partylist *a, partylist *b);
38#endif 35#endif
39 36
85 int comp; 82 int comp;
86 int size; 83 int size;
87 84
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 87 return;
92 } 88
93 motd[0] = '\0'; 89 motd[0] = '\0';
94 size = 0; 90 size = 0;
91
95 while (fgets (buf, MAX_BUF, fp) != NULL) 92 while (fgets (buf, MAX_BUF, fp) != NULL)
96 { 93 {
97 if (*buf == '#') 94 if (*buf == '#')
98 continue; 95 continue;
96
99 strncat (motd + size, buf, HUGE_BUF - size); 97 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 98 size += strlen (buf);
101 } 99 }
100
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 102 close_and_delete (fp, comp);
104} 103}
105 104
106void 105void
112 int comp; 111 int comp;
113 int size; 112 int size;
114 113
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 116 return;
119 } 117
120 rules[0] = '\0'; 118 rules[0] = '\0';
121 size = 0; 119 size = 0;
120
122 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
123 { 122 {
124 if (*buf == '#') 123 if (*buf == '#')
125 continue; 124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF) 126 if (size + strlen (buf) >= HUGE_BUF)
127 { 127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 129 break;
130 } 130 }
131
131 strncat (rules + size, buf, HUGE_BUF - size); 132 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 133 size += strlen (buf);
133 } 134 }
135
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 137 close_and_delete (fp, comp);
136} 138}
137 139
138void 140void
146 int size; 148 int size;
147 149
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 152 return;
153
151 news[0] = '\0'; 154 news[0] = '\0';
152 subject[0] = '\0'; 155 subject[0] = '\0';
153 size = 0; 156 size = 0;
157
154 while (fgets (buf, MAX_BUF, fp) != NULL) 158 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 159 {
156 if (*buf == '#') 160 if (*buf == '#')
157 continue; 161 continue;
162
158 if (*buf == '%') 163 if (*buf == '%')
159 { /* send one news */ 164 { /* send one news */
160 if (size > 0) 165 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 */ 166 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); 167 strcpy (subject, buf + 1);
189 return 0; 194 return 0;
190 195
191 for (; *cp != '\0'; cp++) 196 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0; 198 return 0;
199
194 return 1; 200 return 1;
195} 201}
196 202
197/* This no longer sets the player map. Also, it now updates 203/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that. 204 * all the pointers so the caller doesn't need to do that.
206 * the one that is passed. 212 * the one that is passed.
207 */ 213 */
208static player * 214static player *
209get_player (player *p) 215get_player (player *p)
210{ 216{
211 object *op = arch_to_object (get_player_archetype (NULL)); 217 object *op = arch_to_object (get_player_archetype (0));
212 int i; 218 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235 219
236 /* Clears basically the entire player structure except 220 /* Clears basically the entire player structure except
237 * for next and socket. 221 * for next and socket.
238 */ 222 */
239 p->clear (); 223 p->clear ();
258 op->speed_left = 0.5; 242 op->speed_left = 0.5;
259 op->speed = 1.0; 243 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */ 244 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2; 245 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */ 246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->ns->monitor_spells; // what a hack
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ 250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op); 251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
266 p->state = ST_ROLL_STAT; 254 p->ns->state = ST_ROLL_STAT;
267 clear_los (op); 255 clear_los (op);
268 256
269 p->gen_sp_armour = 10; 257 p->gen_sp_armour = 10;
270 p->last_speed = -1; 258 p->last_speed = -1;
271 p->shoottype = range_none; 259 p->shoottype = range_none;
275 p->usekeys = containers; 263 p->usekeys = containers;
276 p->last_weapon_sp = -1; 264 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 265 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1; 266 p->do_los = 1;
279 p->explore = 0; 267 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281 268
282 assign (p->title, op->arch->clone.name); 269 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race; 270 op->race = op->arch->clone.race;
284 271
285 CLEAR_FLAG (op, FLAG_READY_SKILL); 272 CLEAR_FLAG (op, FLAG_READY_SKILL);
292 for (i = 0; i < NUM_SKILLS; i++) 279 for (i = 0; i < NUM_SKILLS; i++)
293 { 280 {
294 p->last_skill_exp[i] = -1; 281 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 282 p->last_skill_ob[i] = NULL;
296 } 283 }
284
297 for (i = 0; i < NROFATTACKS; i++) 285 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 286 p->last_resist[i] = -1;
300 } 287
301 p->last_stats.exp = -1; 288 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 289 p->last_weight = (uint32) - 1;
303 290
304 p->socket.update_look = 0; 291 p->ns->update_look = 0;
305 p->socket.look_position = 0; 292 p->ns->look_position = 0;
293
306 return p; 294 return p;
307} 295}
308 296
309/* This loads the first map an puts the player on it. */ 297/* This loads the first map an puts the player on it. */
310static void 298static void
311set_first_map (object *op) 299set_first_map (object *op)
312{ 300{
313 strcpy (op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
314 op->x = -1; 302 op->x = -1;
315 op->y = -1; 303 op->y = -1;
316 enter_exit (op, NULL); 304 enter_exit (op, 0);
317} 305}
318 306
319/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
320 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
321 * mode. 309 * mode.
322 */ 310 */
323 311
324int 312int
325add_player (NewSocket * ns) 313add_player (client *ns)
326{ 314{
327 player *p; 315 player *p = new player;
328 316
317 p->ns = ns;
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
329 p = get_player (NULL); 323 p = get_player (p);
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 324
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 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 325 set_first_map (p->ob);
343 326
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
346 send_rules (p->ob); 329 send_rules (p->ob);
347 send_news (p->ob); 330 send_news (p->ob);
348 display_motd (p->ob); 331 display_motd (p->ob);
332
349 get_name (p->ob); 333 get_name (p->ob);
350 334
351 return 0; 335 return 0;
352} 336}
353 337
365 { 349 {
366 if (at == NULL || at->next == NULL) 350 if (at == NULL || at->next == NULL)
367 at = first_archetype; 351 at = first_archetype;
368 else 352 else
369 at = at->next; 353 at = at->next;
354
370 if (at->clone.type == PLAYER) 355 if (at->clone.type == PLAYER)
371 return at; 356 return at;
357
372 if (at == start) 358 if (at == start)
373 { 359 {
374 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 361 exit (-1);
376 } 362 }
377 } 363 }
378} 364}
379
380 365
381object * 366object *
382get_nearest_player (object *mon) 367get_nearest_player (object *mon)
383{ 368{
384 object *op = NULL; 369 object *op = NULL;
644 (op->type == ARMOUR || op->type == BOOTS || 629 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 630 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 631 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 632 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 633 {
649 op->remove ();
650 op->destroy (0); 634 op->destroy ();
651 continue; 635 continue;
652 } 636 }
653 } 637 }
654 638
655 /* This really needs to be better - we should really give 639 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 650 if (tmp->type == op->type && tmp->name == op->name)
667 break; 651 break;
668 652
669 if (tmp) 653 if (tmp)
670 { 654 {
671 op->remove ();
672 op->destroy (0); 655 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 656 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 657 continue;
675 } 658 }
659
676 if (op->nrof > 1) 660 if (op->nrof > 1)
677 op->nrof = 1; 661 op->nrof = 1;
678 } 662 }
679 663
680 if (op->type == SPELLBOOK && op->inv) 664 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 676 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 677 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 678 }
695 if (op->type == SPELL) 679 if (op->type == SPELL)
696 { 680 {
697 op->remove ();
698 op->destroy (0); 681 op->destroy ();
699 continue; 682 continue;
700 } 683 }
701 else if (op->type == SKILL) 684 else if (op->type == SKILL)
702 { 685 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 686 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 698
716void 699void
717get_name (object *op) 700get_name (object *op)
718{ 701{
719 op->contr->write_buf[0] = '\0'; 702 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME; 703 op->contr->ns->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:"); 704 send_query (op->contr->ns, 0, "What is your name?\n:");
722} 705}
723 706
724void 707void
725get_password (object *op) 708get_password (object *op)
726{ 709{
727 op->contr->write_buf[0] = '\0'; 710 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD; 711 op->contr->ns->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); 712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730} 713}
731 714
732void 715void
733play_again (object *op) 716play_again (object *op)
734{ 717{
735 op->contr->state = ST_PLAY_AGAIN; 718 op->contr->ns->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL; 719 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); 720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th 721 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll 722 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick 723 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without 724 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense 725 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all 726 * to leave it to play_again to remove the object in all
744 * cases. 727 * cases.
745 */ 728 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove (); 730 op->remove ();
731
748 /* Need to set this to null - otherwise, it could point to garbage, 732 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if 733 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out. 734 * the map is null or not swapped out.
751 */ 735 */
752 op->map = NULL; 736 op->map = NULL;
790void 774void
791confirm_password (object *op) 775confirm_password (object *op)
792{ 776{
793 777
794 op->contr->write_buf[0] = '\0'; 778 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD; 779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797} 781}
798 782
799void 783void
800get_party_password (object *op, partylist *party) 784get_party_password (object *op, partylist *party)
801{ 785{
803 { 787 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 789 return;
806 } 790 }
807 op->contr->write_buf[0] = '\0'; 791 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 792 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 793 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 795}
812 796
813 797
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 799int
912 896
913void 897void
914Roll_Again (object *op) 898Roll_Again (object *op)
915{ 899{
916 esrv_new_player (op->contr, 0); 900 esrv_new_player (op->contr, 0);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919} 903}
920 904
921void 905void
922Swap_Stat (object *op, int Swap_Second) 906Swap_Stat (object *op, int Swap_Second)
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 973 new_draw_info (NDI_UNIQUE, 0, op, buf);
990 } 974 }
991 else 975 else
992 Swap_Stat (op, stat_trans[keynum]); 976 Swap_Stat (op, stat_trans[keynum]);
993 977
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
995 return 1; 979 return 1;
996 } 980 }
997 switch (key) 981 switch (key)
998 { 982 {
999 case 'n': 983 case 'n':
1013 enter_exit (op, NULL); 997 enter_exit (op, NULL);
1014#endif 998#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */ 999 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */ 1000 /* Enter exit adds a player otherwise */
1017 add_statbonus (op); 1001 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS; 1004 op->contr->ns->state = ST_CHANGE_CLASS;
1021 if (op->msg) 1005 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg); 1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0; 1007 return 0;
1024 } 1008 }
1025 case 'y': 1009 case 'y':
1026 case 'Y': 1010 case 'Y':
1027 roll_stats (op); 1011 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); 1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1029 return 1; 1013 return 1;
1030 1014
1031 case 'q': 1015 case 'q':
1032 case 'Q': 1016 case 'Q':
1033 play_again (op); 1017 play_again (op);
1034 return 1; 1018 return 1;
1035 1019
1036 default: 1020 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); 1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0; 1022 return 0;
1039 } 1023 }
1040 return 0; 1024 return 0;
1041} 1025}
1042 1026
1062 { 1046 {
1063 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
1064 1048
1065 /* this must before then initial items are given */ 1049 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 1050 esrv_new_player (op->contr, op->weight + op->carrying);
1051
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 1052 treasurelist *tl = find_treasurelist ("starting_wealth");
1053 if (tl)
1054 create_treasure (tl, op, 0, 0, 0);
1068 1055
1069 INVOKE_PLAYER (BIRTH, op->contr); 1056 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 1057 INVOKE_PLAYER (LOGIN, op->contr);
1071 1058
1072 op->contr->state = ST_PLAYING; 1059 op->contr->ns->state = ST_PLAYING;
1073 1060
1074 if (op->msg) 1061 if (op->msg)
1075 op->msg = NULL; 1062 op->msg = NULL;
1076 1063
1077 /* We create this now because some of the unique maps will need it 1064 /* We create this now because some of the unique maps will need it
1097 { 1084 {
1098 object *tmp; 1085 object *tmp;
1099 char mapname[MAX_BUF]; 1086 char mapname[MAX_BUF];
1100 1087
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1102 tmp = get_object (); 1089 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 1090 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 1091 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 1092 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 1093 enter_exit (op, tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1108 * default initial map */ 1095 * default initial map */
1109 tmp->destroy (0); 1096 tmp->destroy ();
1110 } 1097 }
1111 else 1098 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 1100
1115 return 0; 1101 return 0;
1116 } 1102 }
1117 1103
1118 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1126 int x = op->x, y = op->y; 1112 int x = op->x, y = op->y;
1127 1113
1128 remove_statbonus (op); 1114 remove_statbonus (op);
1129 op->remove (); 1115 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 1116 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 1117 op->arch->clone.copy_to (op);
1132 op->instantiate (); 1118 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 1119 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 1120 op->name = op->name_pl = name;
1135 op->x = x; 1121 op->x = x;
1136 op->y = y; 1122 op->y = y;
1149 op->stats.grace = 0; 1135 op->stats.grace = 0;
1150 1136
1151 if (op->msg) 1137 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 1139
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0; 1141 return 0;
1156} 1142}
1157 1143
1158int 1144int
1159key_confirm_quit (object *op, char key) 1145key_confirm_quit (object *op, char key)
1160{ 1146{
1161 char buf[MAX_BUF]; 1147 char buf[MAX_BUF];
1162 1148
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 { 1150 {
1165 op->contr->state = ST_PLAYING; 1151 op->contr->ns->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1; 1153 return 1;
1168 } 1154 }
1169 1155
1170 INVOKE_PLAYER (LOGOUT, op->contr); 1156 INVOKE_PLAYER (LOGOUT, op->contr);
1239 { 1225 {
1240 op->enemy = NULL; 1226 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1228 return;
1243 } 1229 }
1230
1244 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1245 1232
1246 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1248 { 1235 {
1249 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1250 1237
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1239 return;
1254 }
1255 } 1240 }
1241
1256 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1244 op->enemy = NULL;
1259} 1245}
1260 1246
1816 if (!dir) 1802 if (!dir)
1817 { 1803 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1805 return 0;
1820 } 1806 }
1807
1821 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1823 else 1810 else
1824 { 1811 {
1825 for (bow = op->inv; bow; bow = bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1833 { 1820 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1822 return 0;
1836 } 1823 }
1837 } 1824 }
1825
1838 if (!bow->race || !bow->skill) 1826 if (!bow->race || !bow->skill)
1839 { 1827 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1829 return 0;
1842 } 1830 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1833
1846 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1849 if (bowspeed < 1) 1838 if (bowspeed < 1)
1850 bowspeed = 1; 1839 bowspeed = 1;
1851 1840
1852 if (arrow == NULL) 1841 if (arrow == NULL)
1853 { 1842 {
1859 else 1848 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1850 return 0;
1862 } 1851 }
1863 } 1852 }
1853
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1855 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1856 return 0;
1868 } 1857
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1859 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1861 return 0;
1873 } 1862 }
1874 1863
1875 /* this should not happen, but sometimes does */ 1864 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1865 if (arrow->nrof == 0)
1877 { 1866 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1867 arrow->destroy ();
1880 return 0; 1868 return 0;
1881 } 1869 }
1882 1870
1883 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1873 if (!arrow)
1886 { 1874 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1876 return 0;
1889 } 1877 }
1890 set_owner (arrow, op); 1878
1879 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1892 1881
1893 arrow->direction = dir; 1882 arrow->direction = dir;
1894 arrow->x = sx; 1883 arrow->x = sx;
1895 arrow->y = sy; 1884 arrow->y = sy;
1903 SET_ANIMATION (arrow, arrow->direction); 1892 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1894 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1895 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1896 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1897 arrow->spellarg = strdup (arrow->slaying);
1909 1898
1910 /* Note that this was different for monsters - they got their level 1899 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper. 1900 * added to the damage. I think the strength bonus is more proper.
1912 */ 1901 */
1913 1902
1937 } 1926 }
1938 1927
1939 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1941 1930
1942 if (bow->slaying != NULL) 1931 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1944 1933
1945 arrow->map = m; 1934 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2065 item->speed = 0; 2054 item->speed = 0;
2066 update_ob_speed (item); 2055 update_ob_speed (item);
2067 } 2056 }
2068 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 2059 }
2071 } 2060 }
2072 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2073 { 2062 {
2223 * 0 otherwise 2212 * 0 otherwise
2224 */ 2213 */
2225static int 2214static int
2226player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2227{ 2216{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2232 */ 2220 */
2233 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2271 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2275 */ 2263 */
2276
2277void 2264void
2278move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2279{ 2266{
2280 object *tmp, *mon; 2267 object *tmp, *mon;
2281 sint16 nx, ny; 2268 sint16 nx, ny;
2283 maptile *m; 2270 maptile *m;
2284 2271
2285 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2287 2274
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2289 2276
2290 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2305 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2306 } 2293 }
2307 else 2294 else
2308 m = op->map; 2295 m = op->map;
2309 2296
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2311 { 2298 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2313 return; 2300 return;
2314 } 2301 }
2315 2302
2316 mon = NULL; 2303 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2307 * on the space
2321 */ 2308 */
2322 while (tmp != NULL) 2309 while (tmp)
2323 { 2310 {
2324 if (tmp == op) 2311 if (tmp == op)
2325 { 2312 {
2326 tmp = tmp->above; 2313 tmp = tmp->above;
2327 continue; 2314 continue;
2337 mon = tmp; 2324 mon = tmp;
2338 2325
2339 tmp = tmp->above; 2326 tmp = tmp->above;
2340 } 2327 }
2341 2328
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2330 return; /* into a wall */
2344 2331
2345 if (mon->head != NULL) 2332 if (mon->head)
2346 mon = mon->head; 2333 mon = mon->head;
2347 2334
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2350 return; 2337 return;
2362 * player owns it and it is either friendly or unagressive. 2349 * player owns it and it is either friendly or unagressive.
2363 */ 2350 */
2364 if ((op->type == PLAYER) 2351 if ((op->type == PLAYER)
2365#if COZY_SERVER 2352#if COZY_SERVER
2366 && 2353 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2354 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2356#else
2370 && get_owner (mon) == op 2357 && mon->owner == op
2371#endif 2358#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2360 {
2374 /* If we're braced, we don't want to switch places with it */ 2361 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2362 if (op->contr->braced)
2387 * attack them either. 2374 * attack them either.
2388 */ 2375 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2379 (op->contr->peaceful
2393 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2394 && mon->contr-> 2381 && mon->contr->
2395 peaceful)) && 2382 peaceful)) &&
2396#else 2383#else
2397 op->contr->peaceful && 2384 op->contr->peaceful &&
2398#endif 2385#endif
2399 !on_battleground)) 2386 !on_battleground))
2400 { 2387 {
2401 if (!op->contr->braced) 2388 if (!op->contr->braced)
2402 { 2389 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2405 } 2392 }
2406 else 2393 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2395
2410 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2397 make_visible (op);
2412 } 2398 }
2413 2399
2414 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2429
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2431 }
2446 2432
2447 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2448 2434
2449 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2438 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2441 {
2456 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2457 2443
2458 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2461 } 2447 }
2448
2462 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2463 make_visible (op); 2450 make_visible (op);
2464 } 2451 }
2465 } /* if player should attack something */ 2452 } /* if player should attack something */
2466} 2453}
2501 2488
2502 /* Add special check for newcs players and fire on - this way, the 2489 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2490 * server can handle repeat firing.
2504 */ 2491 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2493 op->direction = dir;
2508 }
2509 else 2494 else
2510 {
2511 op->direction = 0; 2495 op->direction = 0;
2512 } 2496
2513 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2499 * for players.
2516 */ 2500 */
2517 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
2569 2553
2570 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2556 * called, so we recheck it here.
2573 */ 2557 */
2574 HandleClient (&op->contr->socket, op->contr); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2575 if (op->speed_left < 0) 2562 if (op->speed_left < 0)
2576 return 0; 2563 return 0;
2577 2564
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2566 {
2588 if (op->speed_left > 0) 2575 if (op->speed_left > 0)
2589 return 1; 2576 return 1;
2590 else 2577 else
2591 return 0; 2578 return 0;
2592 } 2579 }
2580
2593 return 0; 2581 return 0;
2594} 2582}
2595 2583
2596int 2584int
2597save_life (object *op) 2585save_life (object *op)
2598{ 2586{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2587 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2588 return 0;
2603 2589
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2590 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2592 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595
2609 if (op->contr) 2596 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2597 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2598
2612 tmp->destroy (0); 2599 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2600 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601
2614 if (op->stats.hp < 0) 2602 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2603 op->stats.hp = op->stats.maxhp;
2604
2616 if (op->stats.food < 0) 2605 if (op->stats.food < 0)
2617 op->stats.food = 999; 2606 op->stats.food = 999;
2607
2618 fix_player (op); 2608 fix_player (op);
2619 return 1; 2609 return 1;
2620 } 2610 }
2611
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2613 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2614 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2615 return 0;
2625} 2616}
2648 esrv_del_item (env->contr, op->count); 2639 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2640 insert_ob_in_map (op, env->map, NULL, 0);
2650 } 2641 }
2651 else if (op->inv) 2642 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2643 remove_unpaid_objects (op->inv, env);
2644
2653 op = next; 2645 op = next;
2654 } 2646 }
2655} 2647}
2656 2648
2657 2649
2672 strcpy (buf2, " R.I.P.\n\n"); 2664 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2665 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2666 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2667 else
2676 sprintf (buf, "%s\n", &op->name); 2668 sprintf (buf, "%s\n", &op->name);
2669
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2670 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2671 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2672 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2673 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2674 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2675 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2677 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2678 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2679 if (op->type == PLAYER)
2686 { 2680 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2681 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2682 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2683 strcat (buf2, buf);
2690 } 2684 }
2685
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2686 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2687 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2688 strcat (buf2, buf);
2689
2694 return buf2; 2690 return buf2;
2695} 2691}
2696 2692
2697 2693
2698 2694
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]); 2713 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2714 }
2719 2715
2720 if (op->contr->state == ST_PLAYING) 2716 if (op->contr->ns->state == ST_PLAYING)
2721 { 2717 {
2722 2718
2723 /* these next three if clauses make it possible to SLOW DOWN 2719 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2720 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2721 if (op->contr->gen_hp >= 0)
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2863 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2864 op->stats.food--;
2869 } 2865 }
2870 } 2866 }
2871 2867
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2869 {
2874 object *tmp, *flesh = NULL; 2870 object *tmp, *flesh = NULL;
2875 2871
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2877 { 2873 {
2899 } /* end if player is starving */ 2895 } /* end if player is starving */
2900 2896
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2897 while (op->stats.food < 0 && op->stats.hp > 0)
2902 op->stats.food++, op->stats.hp--; 2898 op->stats.food++, op->stats.hp--;
2903 2899
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2905 kill_player (op); 2901 kill_player (op);
2906} 2902}
2907 2903
2908 2904
2909 2905
2946 /* restore player */ 2942 /* restore player */
2947 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
2949 if (tmp) 2945 if (tmp)
2950 { 2946 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2947 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2949 }
2955 2950
2956 at = archetype::find ("confusion"); 2951 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2952 tmp = present_arch_in_ob (at, op);
2958 if (tmp) 2953 if (tmp)
2959 { 2954 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2955 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2957 }
2964 2958
2965 cure_disease (op, 0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2960 op->stats.hp = op->stats.maxhp;
3176 3170
3177 /* remove any poisoning and confusion the character may be suffering. */ 3171 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 3172 /* restore player */
3179 at = archetype::find ("poisoning"); 3173 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 3174 tmp = present_arch_in_ob (at, op);
3175
3181 if (tmp) 3176 if (tmp)
3182 { 3177 {
3183 tmp->remove ();
3184 tmp->destroy (0); 3178 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 3180 }
3187 3181
3188 at = archetype::find ("confusion"); 3182 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 3183 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 3184 if (tmp)
3191 { 3185 {
3192 tmp->remove ();
3193 tmp->destroy (0); 3186 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 3188 }
3196 3189
3197 cure_disease (op, 0); /* remove any disease */ 3190 cure_disease (op, 0); /* remove any disease */
3198 3191
3232 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 3227 * on the space that might harm the player.
3235 */ 3228 */
3236 will_kill_again = 0; 3229 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3240 3233
3241 if (will_kill_again) 3234 if (will_kill_again)
3242 { 3235 {
3273 check_score (op); 3266 check_score (op);
3274 3267
3275 if (op->contr->ranges[range_golem]) 3268 if (op->contr->ranges[range_golem])
3276 { 3269 {
3277 remove_friendly_object (op->contr->ranges[range_golem]); 3270 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0); 3271 op->contr->ranges[range_golem]->destroy ();
3280 op->contr->ranges[range_golem] = 0; 3272 op->contr->ranges[range_golem] = 0;
3281 } 3273 }
3282 3274
3283 loot_object (op); /* Remove some of the items for good */ 3275 loot_object (op); /* Remove some of the items for good */
3284 op->remove (); 3276 op->remove ();
3340 } 3332 }
3341 3333
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3343 { 3335 {
3344 next = tmp->below; 3336 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3346 continue; 3338 continue;
3347 tmp->remove (); 3339 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3349 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 3342 { /* empty container to ground */
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354 { 3346 {
3355 if (tmp->nrof > 1) 3347 if (tmp->nrof > 1)
3356 { 3348 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 3350 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 3351 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 3352 }
3361 else 3353 else
3362 tmp->destroy (0); 3354 tmp->destroy ();
3363 } 3355 }
3364 else 3356 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 3357 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 3358 }
3367} 3359}
3392fix_luck (void) 3384fix_luck (void)
3393{ 3385{
3394 player *pl; 3386 player *pl;
3395 3387
3396 for (pl = first_player; pl != NULL; pl = pl->next) 3388 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3389 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3390 change_luck (pl->ob, 0);
3399} 3391}
3400 3392
3401 3393
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3394/* cast_dust() - handles op throwing objects of type 'DUST'.
3432 if (op->type == PLAYER) 3424 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3425 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3426
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3427 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3428
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3429 throw_ob->destroy ();
3440} 3430}
3441 3431
3442void 3432void
3443make_visible (object *op) 3433make_visible (object *op)
3444{ 3434{
3458 object *tmp = NULL; 3448 object *tmp = NULL;
3459 3449
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3451 return 1;
3462 3452
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3453 return 0;
3469} 3454}
3470 3455
3471/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3587 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3588 continue; 3573 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3575 continue;
3591 3576
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3578 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3580 return 1;
3596 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3597 { 3582 {
3651 3636
3652 /* only the viewable area the player sees is updated by LOS 3637 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3638 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3639 * for any meaningful values.
3655 */ 3640 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3641 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3642 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3643 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3644 return 1;
3660 op = op->more; 3645 op = op->more;
3661 } 3646 }
3662 return 0; 3647 return 0;
3663} 3648}
3849 { 3834 {
3850 /* forces in the treasurelist can alter the player's stats */ 3835 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3836 object *skin;
3852 3837
3853 /* first get the dragon skin force */ 3838 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3841 ;
3842
3855 if (skin == NULL) 3843 if (!skin)
3856 return; 3844 return;
3857 3845
3858 /* adding new spellpath attunements */ 3846 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3848 {

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