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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

1
2/*
3 * static char *rcsid_player_c =
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 25#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36player *
49find_player (const char *plname) 37find_player (const char *plname)
50{ 38{
51 player *pl; 39 player *pl;
52 40
53 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
56 return pl; 43 return pl;
57 }; 44
58 return NULL; 45 return 0;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85} 46}
86 47
87void 48void
88display_motd (const object *op) 49display_motd (const object *op)
89{ 50{
93 int comp; 54 int comp;
94 int size; 55 int size;
95 56
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 59 return;
100 } 60
101 motd[0] = '\0'; 61 motd[0] = '\0';
102 size = 0; 62 size = 0;
63
103 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
104 { 65 {
105 if (*buf == '#') 66 if (*buf == '#')
106 continue; 67 continue;
68
107 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 70 size += strlen (buf);
109 } 71 }
72
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
112} 75}
113 76
114void 77void
120 int comp; 83 int comp;
121 int size; 84 int size;
122 85
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 88 return;
127 } 89
128 rules[0] = '\0'; 90 rules[0] = '\0';
129 size = 0; 91 size = 0;
92
130 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
131 { 94 {
132 if (*buf == '#') 95 if (*buf == '#')
133 continue; 96 continue;
97
134 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
135 { 99 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 101 break;
138 } 102 }
103
139 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 105 size += strlen (buf);
141 } 106 }
107
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
144} 110}
145 111
146void 112void
154 int size; 120 int size;
155 121
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 124 return;
125
159 news[0] = '\0'; 126 news[0] = '\0';
160 subject[0] = '\0'; 127 subject[0] = '\0';
161 size = 0; 128 size = 0;
129
162 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
163 { 131 {
164 if (*buf == '#') 132 if (*buf == '#')
165 continue; 133 continue;
134
166 if (*buf == '%') 135 if (*buf == '%')
167 { /* send one news */ 136 { /* send one news */
168 if (size > 0) 137 if (size > 0)
169 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 */ 138 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 */
170 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
190} 159}
191 160
192int 161/* This loads the first map an puts the player on it. */
193playername_ok (const char *cp) 162static void
163set_first_map (object *op)
194{ 164{
195 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
196 if (*cp == '-' || *cp == '_') 166 op->x = -1;
197 return 0; 167 op->y = -1;
198 168 enter_exit (op, 0);
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203} 169}
204 170
205/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
206 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
207 * Caller is responsible for setting the correct map. 173void
208 */ 174player::connect (client *ns)
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{ 175{
219 object *op = arch_to_object (get_player_archetype (NULL)); 176 this->ns = ns;
220 int i; 177 ns->pl = this;
221 178
222 if (!p) 179 next = first_player;
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p; 180 first_player = this;
240 181
241 p->next = NULL; 182 ns->update_look = 0;
242 } 183 ns->look_position = 0;
243 184
244 /* Clears basically the entire player structure except 185 clear_los (ob);
245 * for next and socket. 186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
246 */ 208 */
247 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
248 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
249 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point. 274 * we deal with that below this point.
251 */ 275 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
256 p->Swap_First = -1;
257 279
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
263 281
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
278 p->last_speed = -1; 283 last_speed = -1;
279 p->shoottype = range_none; 284 shoottype = range_none;
280 p->bowtype = bow_normal; 285 bowtype = bow_normal;
281 p->petmode = pet_normal; 286 petmode = pet_normal;
282 p->listening = 10; 287 listening = 10;
283 p->usekeys = containers; 288 usekeys = containers;
284 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
286 p->do_los = 1; 291 do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295 292
296 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
299 * at zero. 296 * at zero.
300 */ 297 */
301 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL; 300
305 }
306 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1; 302 last_resist[i] = -1;
309 } 303
310 p->last_stats.exp = -1; 304 last_stats.exp = -1;
311 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 306}
317 307
318/* This loads the first map an puts the player on it. */ 308player::~player ()
319static void
320set_first_map (object *op)
321{ 309{
322 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
323 op->x = -1;
324 op->y = -1;
325 enter_exit (op, NULL);
326}
327 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
328/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
330 * mode. 350 * mode.
331 */ 351 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
337 356
338 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob);
350 358
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 359 return pl;
358} 360}
359 361
360/* 362/*
361 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
371 { 373 {
372 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
373 at = first_archetype; 375 at = first_archetype;
374 else 376 else
375 at = at->next; 377 at = at->next;
378
376 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
377 return at; 380 return at;
381
378 if (at == start) 382 if (at == start)
379 { 383 {
380 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 385 exit (-1);
382 } 386 }
383 } 387 }
384} 388}
385
386 389
387object * 390object *
388get_nearest_player (object *mon) 391get_nearest_player (object *mon)
389{ 392{
390 object *op = NULL; 393 object *op = NULL;
467 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 472 * is probably not a good thing.
470 */ 473 */
471#define MAX_SPACES 50 474#define MAX_SPACES 50
472
473 475
474/* 476/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 498path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 499{
498 rv_vector rv; 500 rv_vector rv;
499 sint16 x, y; 501 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 503 maptile *m, *lastmap;
502 504
503 get_rangevector (mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
504 506
505 if (rv.distance < mindiff) 507 if (rv.distance < mindiff)
506 return 0; 508 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 652 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 653 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 654 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 655 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 656 {
655 remove_ob (op); 657 op->destroy ();
656 free_object (op);
657 continue; 658 continue;
658 } 659 }
659 } 660 }
660 661
661 /* This really needs to be better - we should really give 662 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 673 if (tmp->type == op->type && tmp->name == op->name)
673 break; 674 break;
674 675
675 if (tmp) 676 if (tmp)
676 { 677 {
677 remove_ob (op); 678 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 680 continue;
681 } 681 }
682
682 if (op->nrof > 1) 683 if (op->nrof > 1)
683 op->nrof = 1; 684 op->nrof = 1;
684 } 685 }
685 686
686 if (op->type == SPELLBOOK && op->inv) 687 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 699 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 700 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 701 }
701 if (op->type == SPELL) 702 if (op->type == SPELL)
702 { 703 {
703 remove_ob (op); 704 op->destroy ();
704 free_object (op);
705 continue; 705 continue;
706 } 706 }
707 else if (op->type == SKILL) 707 else if (op->type == SKILL)
708 { 708 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
719 link_player_skills (pl); 719 link_player_skills (pl);
720} 720}
721 721
722void 722void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 723get_party_password (object *op, partylist *party)
807{ 724{
808 if (party == NULL) 725 if (party == NULL)
809 { 726 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 728 return;
812 } 729 }
730
813 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 735}
818
819 736
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 738static int
822roll_stat (void) 739roll_stat (void)
823{ 740{
824 int a[4], i, j, k; 741 int a[4], i, j, k;
825 742
826 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
829 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 747 if (a[i] < k)
831 k = a[i], j = i; 748 k = a[i], j = i;
832 749
833 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 751 if (i != j)
836 k += a[i]; 752 k += a[i];
837 } 753
838 return k; 754 return k;
839} 755}
840 756
841void 757void
842roll_stats (object *op) 758object::roll_stats ()
843{ 759{
844 int sum = 0;
845 int i = 0, j = 0;
846 int statsort[7]; 760 int statsort [7];
847 761
848 do 762 for (;;)
849 {
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 } 763 {
859 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
860 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
861 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 773 std::sort (statsort, statsort + 7, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 774
870 /* a quick and dirty bubblesort? */
871 do
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886
887 op->stats.Str = statsort[0]; 775 stats.Str = statsort[0];
888 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
889 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
890 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
891 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
894 782
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 783 stats.exp = 0;
906 op->stats.ac = 0; 784 stats.ac = 0;
907 785
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
916 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
917} 798}
918 799
919void 800void
920Roll_Again (object *op) 801object::swap_stats (int a, int b)
921{ 802{
922 esrv_new_player (op->contr, 0);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926
927void
928Swap_Stat (object *op, int Swap_Second)
929{
930 signed char tmp;
931 char buf[MAX_BUF];
932
933 if (op->contr->Swap_First == -1)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 803 int tmp = get_attr_value (&contr->orig_stats, a);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 805 set_attr_value (&contr->orig_stats, b, tmp);
946 806
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 807 stats.Str = contr->orig_stats.Str;
950 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
956 op->stats.ac = 0; 817 stats.ac = 0;
957 818
958 op->level = 1; 819 level = 1;
959 op->stats.exp = 0; 820 stats.exp = 0;
960 op->stats.ac = 0; 821 stats.ac = 0;
961 822
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
969 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
970 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 { 834 }
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf);
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 835}
1048 836
1049/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1053 * not the class. 841 * not the class.
1054 */ 842 */
1055
1056int 843int
1057key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1058{ 845{
1059 int tmp_loop; 846 int tmp_loop;
1060 847
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1068 { 849 {
1069 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1070 851
1071 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (op->contr, op->weight + op->carrying);
854
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 855 treasurelist *tl = find_treasurelist ("starting_wealth");
856 if (tl)
857 create_treasure (tl, op, 0, 0, 0);
1074 858
1075 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1077 861
1078 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1079 863
1080 if (op->msg) 864 if (op->msg)
1081 op->msg = NULL; 865 op->msg = NULL;
1082 866
1083 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1092 start_info (op); 876 start_info (op);
1093 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1095 link_player_skills (op); 879 link_player_skills (op);
1096 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1097 fix_player (op); 881 op->update_stats ();
1098 882
1099 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1100 * is one for this race 884 * is one for this race
1101 */ 885 */
1102 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1103 { 887 {
1104 object *tmp; 888 object *tmp;
1105 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1106 890
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1108 tmp = get_object (); 892 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 enter_exit (op, tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1114 * default initial map */ 898 * default initial map */
1115 free_object (tmp); 899 tmp->destroy ();
1116 } 900 }
1117 else 901 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 903
1121 return 0; 904 return 0;
1122 } 905 }
1123 906
1124 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1129 while (!tmp_loop) 912 while (!tmp_loop)
1130 { 913 {
1131 shstr name = op->name; 914 shstr name = op->name;
1132 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1133 916
1134 remove_statbonus (op); 917 op->remove_statbonus ();
1135 remove_ob (op); 918 op->remove ();
1136 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op); 920 op->arch->clone.copy_to (op);
1138 op->instantiate (); 921 op->instantiate ();
1139 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name; 923 op->name = op->name_pl = name;
1141 op->x = x; 924 op->x = x;
1142 op->y = y; 925 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 928 assign (op->contr->title, op->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 929 op->add_statbonus ();
1148 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1149 } 931 }
1150 932
1151 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 935 op->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 938 op->stats.grace = 0;
939
1157 if (op->msg) 940 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0; 944 return 0;
1161} 945}
1162 946
1163int 947int
1164key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1165{ 949{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 { 951 {
1170 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1; 954 return 1;
1173 } 955 }
1174 956
1175 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1180 op->direction = 0; 962 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182 964
1183 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1184 check_score (op); 966 check_score (op);
1185 op->contr->party = NULL; 967 op->contr->party = 0;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1188 969
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1190 {
1191 mapstruct *mp, *next;
1192 971
972 delete ob->contr;
973
1193 /* We need to hunt for any per player unique maps in memory and 974 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional, 975 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */ 977 */
978 char buf[MAX_BUF];
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next) 980
1199 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1200 next = mp->next; 983 next = mp->next;
984
1201 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp); 986 delete_map (mp);
1203 } 987 }
1204 988
1205 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1206 }
1207 990
1208 play_again (op);
1209 return 1; 991 return 1;
1210} 992}
1211 993
1212void 994void
1213flee_player (object *op) 995flee_player (object *op)
1244 { 1026 {
1245 op->enemy = NULL; 1027 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1029 return;
1248 } 1030 }
1031
1249 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1250 1033
1251 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1253 { 1036 {
1254 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1255 1038
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 1040 return;
1259 }
1260 } 1041 }
1042
1261 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1045 op->enemy = NULL;
1264} 1046}
1265 1047
1270 */ 1052 */
1271int 1053int
1272check_pick (object *op) 1054check_pick (object *op)
1273{ 1055{
1274 object *tmp, *next; 1056 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1057 int stop = 0;
1277 int j, k, wvratio; 1058 int j, k, wvratio;
1278 char putstring[128], tmpstr[16]; 1059 char putstring[128], tmpstr[16];
1279 1060
1280
1281 /* if you're flying, you cna't pick up anything */ 1061 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1062 if (op->move_type & MOVE_FLYING)
1283 return 1; 1063 return 1;
1284 1064
1285 op_tag = op->count;
1286
1287 next = op->below; 1065 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1066
1291 /* loop while there are items on the floor that are not marked as 1067 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1068 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1069 while (next && !next->destroyed ())
1294 { 1070 {
1295 tmp = next; 1071 tmp = next;
1296 next = tmp->below; 1072 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1073
1300 if (was_destroyed (op, op_tag)) 1074 if (op->destroyed ())
1301 return 0; 1075 return 0;
1302 1076
1303 if (!can_pick (op, tmp)) 1077 if (!can_pick (op, tmp))
1304 continue; 1078 continue;
1305 1079
1313 /* high not bit set? We're using the old autopickup model */ 1087 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1088 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1089 {
1316 switch (op->contr->mode) 1090 switch (op->contr->mode)
1317 { 1091 {
1318 case 0: 1092 case 0:
1319 return 1; /* don't pick up */ 1093 return 1; /* don't pick up */
1320 case 1: 1094 case 1:
1095 pick_up (op, tmp);
1096 return 1;
1097 case 2:
1098 pick_up (op, tmp);
1099 return 0;
1100 case 3:
1101 return 0; /* stop before pickup */
1102 case 4:
1103 pick_up (op, tmp);
1104 break;
1105 case 5:
1106 pick_up (op, tmp);
1107 stop = 1;
1108 break;
1109 case 6:
1110 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1111 pick_up (op, tmp);
1322 return 1; 1112 break;
1113
1323 case 2: 1114 case 7:
1115 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1116 pick_up (op, tmp);
1325 return 0; 1117 break;
1326 case 3: 1118
1327 return 0; /* stop before pickup */ 1119 default:
1328 case 4: 1120 /* use value density */
1121 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1122 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1123 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1124 }
1351 } 1125 }
1352 else 1126 else
1353 { /* old model */ 1127 { /* old model */
1354 /* NEW pickup handling */ 1128 /* NEW pickup handling */
1437 /* question: don't pick up known-poisonous stuff? */ 1211 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1212 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1213 if (tmp->type == FOOD)
1440 { 1214 {
1441 pick_up (op, tmp); 1215 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1216 continue;
1445 } 1217 }
1218
1446 if (op->contr->mode & PU_DRINK) 1219 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1221 {
1449 pick_up (op, tmp); 1222 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1223 continue;
1453 } 1224 }
1454 1225
1455 if (op->contr->mode & PU_POTION) 1226 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1227 if (tmp->type == POTION)
1457 { 1228 {
1458 pick_up (op, tmp); 1229 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1230 continue;
1462 } 1231 }
1463 1232
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1233 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1234 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1235 if (tmp->type == SPELLBOOK)
1467 { 1236 {
1468 pick_up (op, tmp); 1237 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1238 continue;
1472 } 1239 }
1240
1473 if (op->contr->mode & PU_SKILLSCROLL) 1241 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1242 if (tmp->type == SKILLSCROLL)
1475 { 1243 {
1476 pick_up (op, tmp); 1244 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1245 continue;
1480 } 1246 }
1247
1481 if (op->contr->mode & PU_READABLES) 1248 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1250 {
1484 pick_up (op, tmp); 1251 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1252 continue;
1488 } 1253 }
1489 1254
1490 /* wands/staves/rods/horns */ 1255 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1258 {
1494 pick_up (op, tmp); 1259 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1260 continue;
1498 } 1261 }
1499 1262
1500 /* pick up all magical items */ 1263 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1264 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1266 {
1504 pick_up (op, tmp); 1267 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1268 continue;
1508 } 1269 }
1509 1270
1510 if (op->contr->mode & PU_VALUABLES) 1271 if (op->contr->mode & PU_VALUABLES)
1511 { 1272 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1273 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1274 {
1514 pick_up (op, tmp); 1275 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1276 continue;
1518 } 1277 }
1519 } 1278 }
1520 1279
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1280 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1281 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1282 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1283 {
1525 pick_up (op, tmp); 1284 pick_up (op, tmp);
1285 continue;
1526 if (0) 1286 }
1527 fprintf (stderr, "JEWELS\n"); 1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1528 continue; 1293 continue;
1529 } 1294 }
1530 1295
1531 /* bows and arrows. Bows are good for selling! */ 1296 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1297 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1298 if (tmp->type == BOW)
1534 { 1299 {
1535 pick_up (op, tmp); 1300 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1301 continue;
1539 } 1302 }
1303
1540 if (op->contr->mode & PU_ARROW) 1304 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1305 if (tmp->type == ARROW)
1542 { 1306 {
1543 pick_up (op, tmp); 1307 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1308 continue;
1547 } 1309 }
1548 1310
1549 /* all kinds of armor etc. */ 1311 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1312 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1313 if (tmp->type == ARMOUR)
1552 { 1314 {
1553 pick_up (op, tmp); 1315 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1316 continue;
1557 } 1317 }
1318
1558 if (op->contr->mode & PU_HELMET) 1319 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1320 if (tmp->type == HELMET)
1560 { 1321 {
1561 pick_up (op, tmp); 1322 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1323 continue;
1565 } 1324 }
1325
1566 if (op->contr->mode & PU_SHIELD) 1326 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1327 if (tmp->type == SHIELD)
1568 { 1328 {
1569 pick_up (op, tmp); 1329 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1330 continue;
1573 } 1331 }
1332
1574 if (op->contr->mode & PU_BOOTS) 1333 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1334 if (tmp->type == BOOTS)
1576 { 1335 {
1577 pick_up (op, tmp); 1336 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1337 continue;
1581 } 1338 }
1339
1582 if (op->contr->mode & PU_GLOVES) 1340 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1341 if (tmp->type == GLOVES)
1584 { 1342 {
1585 pick_up (op, tmp); 1343 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1344 continue;
1589 } 1345 }
1346
1590 if (op->contr->mode & PU_CLOAK) 1347 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1348 if (tmp->type == CLOAK)
1592 { 1349 {
1593 pick_up (op, tmp); 1350 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1351 continue;
1597 } 1352 }
1598 1353
1599 /* hoping to catch throwing daggers here */ 1354 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1355 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1357 {
1603 pick_up (op, tmp); 1358 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1359 continue;
1607 } 1360 }
1608 1361
1609 /* careful: chairs and tables are weapons! */ 1362 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1363 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1366 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1369 {
1617 pick_up (op, tmp); 1370 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1371 continue;
1621 } 1372 }
1622 } 1373 }
1374
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1375 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1376 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 { 1378 {
1627 pick_up (op, tmp); 1379 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1380 continue;
1631 } 1381 }
1632 } 1382 }
1633 } 1383 }
1634 1384
1635 /* misc stuff that's useful */ 1385 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1386 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1388 {
1639 pick_up (op, tmp); 1389 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1390 continue;
1643 } 1391 }
1644 1392
1645 /* any of the last 4 bits set means we use the ratio for value 1393 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1394 * pickups */
1668 continue; 1416 continue;
1669 } 1417 }
1670 } 1418 }
1671 } /* the new pickup model */ 1419 } /* the new pickup model */
1672 } 1420 }
1421
1673 return !stop; 1422 return !stop;
1674} 1423}
1675 1424
1676/* 1425/*
1677 * Find an arrow in the inventory and after that 1426 * Find an arrow in the inventory and after that
1776 1525
1777object * 1526object *
1778pick_arrow_target (object *op, const char *type, int dir) 1527pick_arrow_target (object *op, const char *type, int dir)
1779{ 1528{
1780 object *tmp = NULL; 1529 object *tmp = NULL;
1781 mapstruct *m; 1530 maptile *m;
1782 int i, mflags, found, number; 1531 int i, mflags, found, number;
1783 sint16 x, y; 1532 sint16 x, y;
1784 1533
1785 if (op->map == NULL) 1534 if (op->map == NULL)
1786 return find_arrow (op, type); 1535 return find_arrow (op, type);
1846 */ 1595 */
1847int 1596int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1598{
1850 object *left, *bow; 1599 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1600 int bowspeed, mflags;
1853 mapstruct *m; 1601 maptile *m;
1854 1602
1855 if (!dir) 1603 if (!dir)
1856 { 1604 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1606 return 0;
1859 } 1607 }
1608
1860 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1862 else 1611 else
1863 { 1612 {
1864 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1872 { 1621 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1623 return 0;
1875 } 1624 }
1876 } 1625 }
1626
1877 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1878 { 1628 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1630 return 0;
1881 } 1631 }
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 1634
1885 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1888 if (bowspeed < 1) 1639 if (bowspeed < 1)
1889 bowspeed = 1; 1640 bowspeed = 1;
1890 1641
1891 if (arrow == NULL) 1642 if (arrow == NULL)
1892 { 1643 {
1898 else 1649 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1900 return 0; 1651 return 0;
1901 } 1652 }
1902 } 1653 }
1654
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1657 return 0;
1907 } 1658
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1660 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1662 return 0;
1912 } 1663 }
1913 1664
1914 /* this should not happen, but sometimes does */ 1665 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1666 if (arrow->nrof == 0)
1916 { 1667 {
1917 remove_ob (arrow); 1668 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1669 return 0;
1920 } 1670 }
1921 1671
1922 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1674 if (!arrow)
1926 { 1675 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1677 return 0;
1929 } 1678 }
1930 set_owner (arrow, op); 1679
1680 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1932 1682
1933 arrow->direction = dir; 1683 arrow->direction = dir;
1934 arrow->x = sx; 1684 arrow->x = sx;
1935 arrow->y = sy; 1685 arrow->y = sy;
1936 1686
1937 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1938 { 1688 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op); 1690 op->update_stats ();
1941 } 1691 }
1942 1692
1943 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1949 1699
1950 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1952 */ 1702 */
1953 1703
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 } 1722 }
1973 else 1723 else
1974 { 1724 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1726 arrow->level = op->level;
1978 } 1727 }
1728
1979 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1981 if (bow->slaying != NULL) 1732 if (bow->slaying)
1982 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1983 1734
1984 arrow->map = m; 1735 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1738
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989 tag = arrow->count;
1990 insert_ob_in_map (arrow, m, op, 0); 1740 insert_ob_in_map (arrow, m, op, 0);
1991 1741
1992 if (!was_destroyed (arrow, tag)) 1742 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1743 move_arrow (arrow);
1994 1744
1995 if (op->type == PLAYER) 1745 if (op->type == PLAYER)
1996 { 1746 {
1997 if (was_destroyed (left, left_tag)) 1747 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1748 esrv_del_item (op->contr, left->count);
1999 else 1749 else
2000 esrv_send_item (op, left); 1750 esrv_send_item (op, left);
2001 } 1751 }
1752
2002 return 1; 1753 return 1;
2003} 1754}
2004 1755
2005/* Special fire code for players - this takes into 1756/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1757 * account the special fire modes players can have
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2104 item->speed = 0; 1855 item->speed = 0;
2105 update_ob_speed (item); 1856 update_ob_speed (item);
2106 } 1857 }
2107 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1860 }
2110 } 1861 }
2111 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2112 { 1863 {
2126 if (action_makes_visible (op)) 1877 if (action_makes_visible (op))
2127 make_visible (op); 1878 make_visible (op);
2128 1879
2129 switch (op->contr->shoottype) 1880 switch (op->contr->shoottype)
2130 { 1881 {
2131 case range_none: 1882 case range_none:
2132 return; 1883 return;
2133 1884
2134 case range_bow: 1885 case range_bow:
2135 player_fire_bow (op, dir); 1886 player_fire_bow (op, dir);
2136 return; 1887 return;
2137 1888
2138 case range_magic: /* Casting spells */ 1889 case range_magic: /* Casting spells */
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2140 return; 1891 return;
2141 1892
2142 case range_misc: 1893 case range_misc:
2143 fire_misc_object (op, dir); 1894 fire_misc_object (op, dir);
2144 return; 1895 return;
2145 1896
2146 case range_golem: /* Control summoned monsters from scrolls */ 1897 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2148 { 1899 {
2149 op->contr->ranges[range_golem] = NULL; 1900 op->contr->ranges[range_golem] = 0;
2150 op->contr->shoottype = range_none; 1901 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 } 1902 }
2153 else 1903 else
2154 control_golem (op->contr->ranges[range_golem], dir); 1904 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 1905 return;
2156 1906
2157 case range_skill: 1907 case range_skill:
2158 if (!op->chosen_skill) 1908 if (!op->chosen_skill)
2159 { 1909 {
2160 if (op->type == PLAYER) 1910 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return; 1912 return;
2163 } 1913 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 1915 return;
2166 case range_builder: 1916 case range_builder:
2167 apply_map_builder (op, dir); 1917 apply_map_builder (op, dir);
2168 return; 1918 return;
2169 default: 1919 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 1921 return;
2172 } 1922 }
2173} 1923}
2174 1924
2175 1925
2176 1926
2263 * 0 otherwise 2013 * 0 otherwise
2264 */ 2014 */
2265static int 2015static int
2266player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2267{ 2017{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* If its a door, try to find a use a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 2019 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2272 */ 2021 */
2273 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2311 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2315 */ 2064 */
2316
2317void 2065void
2318move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2319{ 2067{
2320 object *tmp, *mon; 2068 object *tmp, *mon;
2321 sint16 nx, ny; 2069 sint16 nx, ny;
2322 int on_battleground; 2070 int on_battleground;
2323 mapstruct *m; 2071 maptile *m;
2324 2072
2325 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2327 2075
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2329 2077
2330 /* If braced, or can't move to the square, and it is not out of the 2078 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 2079 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 2080 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2345 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2346 } 2094 }
2347 else 2095 else
2348 m = op->map; 2096 m = op->map;
2349 2097
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2351 { 2099 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2353 return; 2101 return;
2354 } 2102 }
2355 2103
2356 mon = NULL; 2104 mon = 0;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack. 2106 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters 2107 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2108 * on the space
2361 */ 2109 */
2362 while (tmp != NULL) 2110 while (tmp)
2363 { 2111 {
2364 if (tmp == op) 2112 if (tmp == op)
2365 { 2113 {
2366 tmp = tmp->above; 2114 tmp = tmp->above;
2367 continue; 2115 continue;
2368 } 2116 }
2117
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2119 {
2371 mon = tmp; 2120 mon = tmp;
2372 break; 2121 break;
2373 } 2122 }
2123
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2125 mon = tmp;
2126
2376 tmp = tmp->above; 2127 tmp = tmp->above;
2377 } 2128 }
2378 2129
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2131 return; /* into a wall */
2381 2132
2382 if (mon->head != NULL) 2133 if (mon->head)
2383 mon = mon->head; 2134 mon = mon->head;
2384 2135
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2387 return; 2138 return;
2399 * player owns it and it is either friendly or unagressive. 2150 * player owns it and it is either friendly or unagressive.
2400 */ 2151 */
2401 if ((op->type == PLAYER) 2152 if ((op->type == PLAYER)
2402#if COZY_SERVER 2153#if COZY_SERVER
2403 && 2154 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2155 ((mon->owner && mon->owner->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2406#else 2157#else
2407 && get_owner (mon) == op 2158 && mon->owner == op
2408#endif 2159#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2161 {
2411 /* If we're braced, we don't want to switch places with it */ 2162 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2163 if (op->contr->braced)
2424 * attack them either. 2175 * attack them either.
2425 */ 2176 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful 2180 (op->contr->peaceful
2430 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2431 && mon->contr-> 2182 && mon->contr->
2432 peaceful)) && 2183 peaceful)) &&
2433#else 2184#else
2434 op->contr->peaceful && 2185 op->contr->peaceful &&
2435#endif 2186#endif
2436 !on_battleground)) 2187 !on_battleground))
2437 { 2188 {
2438 if (!op->contr->braced) 2189 if (!op->contr->braced)
2439 { 2190 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2442 } 2193 }
2443 else 2194 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2196
2447 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2198 make_visible (op);
2449 } 2199 }
2450 2200
2451 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2480 2230
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 } 2232 }
2483 2233
2484 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2485 2235
2486 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2239 * the wiz.
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 { 2242 {
2493 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2494 2244
2495 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2498 } 2248 }
2249
2499 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2500 make_visible (op); 2251 make_visible (op);
2501 } 2252 }
2502 } /* if player should attack something */ 2253 } /* if player should attack something */
2503} 2254}
2538 2289
2539 /* Add special check for newcs players and fire on - this way, the 2290 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2291 * server can handle repeat firing.
2541 */ 2292 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2294 op->direction = dir;
2545 }
2546 else 2295 else
2547 {
2548 op->direction = 0; 2296 op->direction = 0;
2549 } 2297
2550 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2300 * for players.
2553 */ 2301 */
2554 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2599 /* I've been seeing crashes where the golem has been destroyed, but 2347 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that 2348 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so 2349 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer. 2350 * put this in a a workaround to clean up the golem pointer.
2603 */ 2351 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2606 {
2607 op->contr->ranges[range_golem] = NULL; 2353 op->contr->ranges[range_golem] = 0;
2608 op->contr->golem_count = 0;
2609 }
2610 2354
2611 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2357 * called, so we recheck it here.
2614 */ 2358 */
2615 HandleClient (&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2616 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2617 return 0; 2364 return 0;
2618 2365
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2367 {
2629 if (op->speed_left > 0) 2376 if (op->speed_left > 0)
2630 return 1; 2377 return 1;
2631 else 2378 else
2632 return 0; 2379 return 0;
2633 } 2380 }
2381
2634 return 0; 2382 return 0;
2635} 2383}
2636 2384
2637int 2385int
2638save_life (object *op) 2386save_life (object *op)
2639{ 2387{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2388 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2389 return 0;
2644 2390
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2393 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396
2650 if (op->contr) 2397 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2398 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2399
2653 free_object (tmp); 2400 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2401 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402
2655 if (op->stats.hp < 0) 2403 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2405
2657 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2658 op->stats.food = 999; 2407 op->stats.food = 999;
2659 fix_player (op); 2408
2409 op->update_stats ();
2660 return 1; 2410 return 1;
2661 } 2411 }
2412
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2415 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2416 return 0;
2666} 2417}
2680 next = op->below; /* Make sure we have a good value, in case 2431 next = op->below; /* Make sure we have a good value, in case
2681 * we remove object 'op' 2432 * we remove object 'op'
2682 */ 2433 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2434 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2435 {
2685 remove_ob (op); 2436 op->remove ();
2686 op->x = env->x; 2437 op->x = env->x;
2687 op->y = env->y; 2438 op->y = env->y;
2688 if (env->type == PLAYER) 2439 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2691 } 2442 }
2692 else if (op->inv) 2443 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2445
2694 op = next; 2446 op = next;
2695 } 2447 }
2696} 2448}
2697
2698 2449
2699/* 2450/*
2700 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2467 else
2717 sprintf (buf, "%s\n", &op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2471 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2474 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2478 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2727 { 2480 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2483 strcat (buf2, buf);
2731 } 2484 }
2485
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2735 return buf2; 2490 return buf2;
2736} 2491}
2737
2738
2739 2492
2740void 2493void
2741do_some_living (object *op) 2494do_some_living (object *op)
2742{ 2495{
2743 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2752 const int max_grace = 1; 2505 const int max_grace = 1;
2753 2506
2754 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2755 { 2508 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2512 }
2760 2513
2761 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2762 { 2515 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2520 else
2769 { 2521 {
2770 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2524 }
2525
2773 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2528 else
2776 { 2529 {
2777 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2532 }
2533
2780 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2536 else
2783 { 2537 {
2784 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2800 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2556 op->stats.food = last_food;
2803 } 2557 }
2804 } 2558 }
2559
2805 if (max_sp > 1) 2560 if (max_sp > 1)
2806 { 2561 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2563 if (over_sp > 0)
2809 { 2564 {
2810 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2811 { 2566 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2570 op->stats.sp--;
2571
2815 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2817 } 2574 }
2818 op->last_sp = 0; 2575 op->last_sp = 0;
2819 } 2576 }
2820 else 2577 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2579 }
2825 else 2580 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2582 }
2830 2583
2831 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2834 { 2587 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2837 if (max_grace > 1) 2591 if (max_grace > 1)
2838 { 2592 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2594 if (over_grace > 0)
2841 { 2595 {
2869 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2625 op->stats.food = last_food;
2872 } 2626 }
2873 } 2627 }
2628
2874 if (max_hp > 1) 2629 if (max_hp > 1)
2875 { 2630 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2632 if (over_hp > 0)
2878 { 2633 {
2902 2657
2903 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else 2660 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2907 /* dms do not consume food */ 2663 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2665 op->stats.food--;
2910 } 2666 }
2911 }
2912 2667
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2669 {
2915 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2916 2671
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2673 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2681 break;
2927 } 2682 }
2928 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2929 flesh = tmp; 2684 flesh = tmp;
2930 } /* End if paid for object */ 2685 } /* End if paid for object */
2931 } /* end of for loop */ 2686 } /* end of for loop */
2687
2932 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2689 * eat flesh instead.
2934 */ 2690 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2692 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2939 } 2695 }
2940 } /* end if player is starving */ 2696 }
2941 2697
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2944 2700
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2702 kill_player (op);
2703 }
2947} 2704}
2948
2949
2950 2705
2951/* If the player should die (lack of hp, food, etc), we call this. 2706/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2707 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2709 * file.
2958{ 2713{
2959 char buf[MAX_BUF]; 2714 char buf[MAX_BUF];
2960 int x, y; 2715 int x, y;
2961 2716
2962 //int i; 2717 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2718 maptile *map; /* this is for resurrection */
2964 2719
2965 /* int z; 2720 /* int z;
2966 int num_stats_lose; 2721 int num_stats_lose;
2967 int lost_a_stat; 2722 int lost_a_stat;
2968 int lose_this_stat; 2723 int lose_this_stat;
2983 { 2738 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2741
2987 /* restore player */ 2742 /* restore player */
2988 at = find_archetype ("poisoning"); 2743 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2744 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2745 if (tmp)
2991 { 2746 {
2992 remove_ob (tmp); 2747 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2749 }
2996 2750
2997 at = find_archetype ("confusion"); 2751 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2752 tmp = present_arch_in_ob (at, op);
2999 if (tmp) 2753 if (tmp)
3000 { 2754 {
3001 remove_ob (tmp); 2755 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2757 }
3005 2758
3006 cure_disease (op, 0); /* remove any disease */ 2759 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2760 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2761 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2762 op->stats.food = 999;
3010 2763
3011 /* create a bodypart-trophy to make the winner happy */ 2764 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2765 tmp = arch_to_object (archetype::find ("finger"));
3013 if (tmp != NULL) 2766 if (tmp != NULL)
3014 { 2767 {
3015 sprintf (buf, "%s's finger", &op->name); 2768 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2769 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2770 sprintf (buf, " This finger has been cut off %s\n"
3063 x = op->x; 2816 x = op->x;
3064 y = op->y; 2817 y = op->y;
3065 map = op->map; 2818 map = op->map;
3066 2819
3067 2820
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2822 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this. 2823 * See the config.h file for a little more in depth detail about this.
3073 */ 2824 */
3074 2825
3075 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2828 * of death.
3078 */ 2829 */
3079#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3081 { 2832 {
3082 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2835 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2838 little bit harder. */
3088 /* GD */ 2839 /* GD */
3089 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2841 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2842 else
3095 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3096 num_stats_lose = 1; 2847 num_stats_lose = 1;
3097 } 2848 }
3098 lost_a_stat = 0; 2849 lost_a_stat = 0;
3099 2850
3100 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3101 { 2852 {
3102 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3103 2854
3104 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3105 { 2856 {
3106 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3107 * what he lost. 2858 * what he lost.
3108 */ 2859 */
3109 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3115 } 2878 }
3116 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3117 { 2881 {
3118 /* deplete a stat */ 2882 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3120 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3121 2885 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2886 {
3125 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3127 } 2889
3128 lose_this_stat = 1; 2890 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2896 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2897 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2899 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2900 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2901 else
3170 if (this_stat >= -50)
3171 { 2902 {
3172 change_attr_value (&(dep->stats), i, -1); 2903 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2908 }
3178 } 2909 }
3179 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3180 } 2929 }
2930 }
2931 }
3181 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2933 if (!lost_a_stat)
3183 { 2934 {
3184 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3187 2938
3188 if (god && (strcmp (god, "none"))) 2939 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2941 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2943 }
2944#else
2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2946#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2947
3196 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2949 * exp loss on the stone.
3198 */ 2950 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2953 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2955 tmp->name_pl = buf;
3204 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); 2956 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);
3205 tmp->msg = buf; 2957 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2960
3209 /**************************************/ 2961 /**************************************/
3210 /* */ 2962 /* */
3211 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3214 /* */ 2966 /* */
3215
3216 /**************************************/ 2967 /**************************************/
3217 2968
3218 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2970 /* restore player */
3220 at = find_archetype ("poisoning"); 2971 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
2973
3222 if (tmp) 2974 if (tmp)
3223 { 2975 {
3224 remove_ob (tmp); 2976 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2978 }
3228 2979
3229 at = find_archetype ("confusion"); 2980 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2982 if (tmp)
3232 { 2983 {
3233 remove_ob (tmp); 2984 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2986 }
2987
3237 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3238 2989
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3242 op->stats.food = 900; 2993 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2997
3247 /* 2998 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2999 * Check to see if the player is in a shop. IF so, then check to see if
3249 * the player has any unpaid items. If so, remove them and put them back 3000 * the player has any unpaid items. If so, remove them and put them back
3250 * in the map. 3001 * in the map.
3251 */ 3002 */
3252 3003
3253 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3255 3006
3256 /****************************************/ 3007 /****************************************/
3257 /* */ 3008 /* */
3258 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3260 /* */ 3011 /* */
3261
3262 /****************************************/ 3012 /****************************************/
3263 3013
3264 enter_player_savebed (op); 3014 enter_player_savebed (op);
3265 3015
3266 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3267 * chance of abuse. 3017 * chance of abuse.
3268 */ 3018 */
3269 op->contr->braced = 0; 3019 op->contr->braced = 0;
3270 save_player (op, 1); 3020 op->contr->save ();
3271 3021
3272 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 3025 * on the space that might harm the player.
3276 */ 3026 */
3277 will_kill_again = 0; 3027 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3282 } 3031
3283 if (will_kill_again) 3032 if (will_kill_again)
3284 { 3033 {
3285 object *force; 3034 object *force;
3286 int at; 3035 int at;
3287 3036
3288 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 3039 force->speed = 0.1;
3291 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 3044 force->resist[at] = 100;
3297 } 3045
3298 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3299 fix_player (op); 3047 op->update_stats ();
3300 3048
3301 } 3049 }
3302 3050
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 3052}
3372
3373 3053
3374void 3054void
3375loot_object (object *op) 3055loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3378 3058
3379 if (op->container) 3059 if (op->container)
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3382 }
3383 3061
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3385 { 3063 {
3386 next = tmp->below; 3064 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3388 continue; 3067 continue;
3389 remove_ob (tmp); 3068
3069 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 3072 { /* empty container to ground */
3393 loot_object (tmp); 3073 loot_object (tmp);
3394 } 3074 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 { 3076 {
3397 if (tmp->nrof > 1) 3077 if (tmp->nrof > 1)
3398 { 3078 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 3080 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3081 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3082 }
3403 else 3083 else
3404 free_object (tmp); 3084 tmp->destroy ();
3405 } 3085 }
3406 else 3086 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 3087 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 3088 }
3409} 3089}
3415 */ 3095 */
3416 3096
3417void 3097void
3418fix_weight (void) 3098fix_weight (void)
3419{ 3099{
3420 player *pl;
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3423 { 3101 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 3103
3426 if (old == sum) 3104 if (old == sum)
3427 continue; 3105 continue;
3428 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 3108 }
3431} 3109}
3432 3110
3433void 3111void
3434fix_luck (void) 3112fix_luck (void)
3435{ 3113{
3436 player *pl;
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3439 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3441} 3117}
3442
3443 3118
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3447 */ 3122 */
3448
3449void 3123void
3450cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3451{ 3125{
3452 object *skop, *spob; 3126 object *skop, *spob;
3453 3127
3474 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3149 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3150
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3151 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3152
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3153 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3154}
3483 3155
3484void 3156void
3485make_visible (object *op) 3157make_visible (object *op)
3486{ 3158{
3500 object *tmp = NULL; 3172 object *tmp = NULL;
3501 3173
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3175 return 1;
3504 3176
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3177 return 0;
3511} 3178}
3512 3179
3513/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3602int 3269int
3603stand_near_hostile (object *who) 3270stand_near_hostile (object *who)
3604{ 3271{
3605 object *tmp = NULL; 3272 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3273 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3274 maptile *m;
3608 sint16 x, y; 3275 sint16 x, y;
3609 3276
3610 if (!who) 3277 if (!who)
3611 return 0; 3278 return 0;
3612 3279
3629 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3630 continue; 3297 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3299 continue;
3633 3300
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3302 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3304 return 1;
3638 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3639 { 3306 {
3693 3360
3694 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3362 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3363 * for any meaningful values.
3697 */ 3364 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3368 return 1;
3702 op = op->more; 3369 op = op->more;
3703 } 3370 }
3704 return 0; 3371 return 0;
3705} 3372}
3891 { 3558 {
3892 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3560 object *skin;
3894 3561
3895 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3897 if (skin == NULL) 3567 if (!skin)
3898 return; 3568 return;
3899 3569
3900 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3572 {

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