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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 player *pl;
46 40
47 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 43 return pl;
51 }; 44
52 return NULL; 45 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 46}
80 47
81void 48void
82display_motd (const object *op) 49display_motd (const object *op)
83{ 50{
87 int comp; 54 int comp;
88 int size; 55 int size;
89 56
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 59 return;
94 } 60
95 motd[0] = '\0'; 61 motd[0] = '\0';
96 size = 0; 62 size = 0;
63
97 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
98 { 65 {
99 if (*buf == '#') 66 if (*buf == '#')
100 continue; 67 continue;
68
101 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 70 size += strlen (buf);
103 } 71 }
72
104 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);
105 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
106} 75}
107 76
108void 77void
114 int comp; 83 int comp;
115 int size; 84 int size;
116 85
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 88 return;
121 } 89
122 rules[0] = '\0'; 90 rules[0] = '\0';
123 size = 0; 91 size = 0;
92
124 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
125 { 94 {
126 if (*buf == '#') 95 if (*buf == '#')
127 continue; 96 continue;
97
128 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
129 { 99 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 101 break;
132 } 102 }
103
133 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 105 size += strlen (buf);
135 } 106 }
107
136 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);
137 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
138} 110}
139 111
140void 112void
148 int size; 120 int size;
149 121
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 124 return;
125
153 news[0] = '\0'; 126 news[0] = '\0';
154 subject[0] = '\0'; 127 subject[0] = '\0';
155 size = 0; 128 size = 0;
129
156 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 131 {
158 if (*buf == '#') 132 if (*buf == '#')
159 continue; 133 continue;
134
160 if (*buf == '%') 135 if (*buf == '%')
161 { /* send one news */ 136 { /* send one news */
162 if (size > 0) 137 if (size > 0)
163 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 */
164 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
184} 159}
185 160
186int 161/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 162static void
163set_first_map (object *op)
188{ 164{
189 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 166 op->x = -1;
191 return 0; 167 op->y = -1;
192 168 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 169}
198 170
199/* This no longer sets the player map. Also, it now updates 171void
200 * all the pointers so the caller doesn't need to do that. 172player::connect (client *ns)
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 206 */
241 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
242 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
243 /* There are some elements we want initialized to non zero value - 271 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 272 * we deal with that below this point.
245 */ 273 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 274 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 275 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 276 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 277
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 278 assign (savebed_map, first_map_path); /* Init. respawn position */
257 279
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 280 gen_sp_armour = 10;
272 p->last_speed = -1; 281 last_speed = -1;
273 p->shoottype = range_none; 282 shoottype = range_none;
274 p->bowtype = bow_normal; 283 bowtype = bow_normal;
275 p->petmode = pet_normal; 284 petmode = pet_normal;
276 p->listening = 10; 285 listening = 10;
277 p->usekeys = containers; 286 usekeys = containers;
278 p->last_weapon_sp = -1; 287 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 288 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 289 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 290
289 /* we need to clear these to -1 and not zero - otherwise, 291 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 292 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 293 * send new values to the client, as things like exp start
292 * at zero. 294 * at zero.
293 */ 295 */
294 for (i = 0; i < NUM_SKILLS; i++) 296 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 297 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 298
298 }
299 for (i = 0; i < NROFATTACKS; i++) 299 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 300 last_resist[i] = -1;
302 } 301
303 p->last_stats.exp = -1; 302 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 303 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 304}
310 305
311/* This loads the first map an puts the player on it. */ 306player::~player ()
312static void
313set_first_map (object *op)
314{ 307{
315 strcpy (op->contr->maplevel, first_map_path); 308 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
321/* Tries to add player on the connection passwd in ns. 346/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 347 * All we can really get in this is some settings like host and display
323 * mode. 348 * mode.
324 */ 349 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 350player *
351player::create ()
352{
353 player *pl = new player;
330 354
331 p = get_player (NULL); 355 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob);
343 356
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 357 return pl;
351} 358}
352 359
353/* 360/*
354 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
364 { 371 {
365 if (at == NULL || at->next == NULL) 372 if (at == NULL || at->next == NULL)
366 at = first_archetype; 373 at = first_archetype;
367 else 374 else
368 at = at->next; 375 at = at->next;
376
369 if (at->clone.type == PLAYER) 377 if (at->clone.type == PLAYER)
370 return at; 378 return at;
379
371 if (at == start) 380 if (at == start)
372 { 381 {
373 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 383 exit (-1);
375 } 384 }
376 } 385 }
377} 386}
378
379 387
380object * 388object *
381get_nearest_player (object *mon) 389get_nearest_player (object *mon)
382{ 390{
383 object *op = NULL; 391 object *op = NULL;
460 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 470 * is probably not a good thing.
463 */ 471 */
464#define MAX_SPACES 50 472#define MAX_SPACES 50
465
466 473
467/* 474/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 496path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 497{
491 rv_vector rv; 498 rv_vector rv;
492 sint16 x, y; 499 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 501 maptile *m, *lastmap;
495 502
496 get_rangevector (mon, pl, &rv, 0); 503 get_rangevector (mon, pl, &rv, 0);
497 504
498 if (rv.distance < mindiff) 505 if (rv.distance < mindiff)
499 return 0; 506 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 650 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 651 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 652 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 654 {
648 remove_ob (op); 655 op->destroy ();
649 free_object (op);
650 continue; 656 continue;
651 } 657 }
652 } 658 }
653 659
654 /* This really needs to be better - we should really give 660 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 671 if (tmp->type == op->type && tmp->name == op->name)
666 break; 672 break;
667 673
668 if (tmp) 674 if (tmp)
669 { 675 {
670 remove_ob (op); 676 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 678 continue;
674 } 679 }
680
675 if (op->nrof > 1) 681 if (op->nrof > 1)
676 op->nrof = 1; 682 op->nrof = 1;
677 } 683 }
678 684
679 if (op->type == SPELLBOOK && op->inv) 685 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 697 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 698 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 699 }
694 if (op->type == SPELL) 700 if (op->type == SPELL)
695 { 701 {
696 remove_ob (op); 702 op->destroy ();
697 free_object (op);
698 continue; 703 continue;
699 } 704 }
700 else if (op->type == SKILL) 705 else if (op->type == SKILL)
701 { 706 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 707 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
712 link_player_skills (pl); 717 link_player_skills (pl);
713} 718}
714 719
715void 720void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 721get_party_password (object *op, partylist *party)
800{ 722{
801 if (party == NULL) 723 if (party == NULL)
802 { 724 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 726 return;
805 } 727 }
728
806 op->contr->write_buf[0] = '\0'; 729 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 733}
811
812 734
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 736static int
815roll_stat (void) 737roll_stat (void)
816{ 738{
817 int a[4], i, j, k; 739 int a[4], i, j, k;
818 740
819 for (i = 0; i < 4; i++) 741 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 745 if (a[i] < k)
824 k = a[i], j = i; 746 k = a[i], j = i;
825 747
826 for (i = 0, k = 0; i < 4; i++) 748 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 749 if (i != j)
829 k += a[i]; 750 k += a[i];
830 } 751
831 return k; 752 return k;
832} 753}
833 754
834void 755void
835roll_stats (object *op) 756object::roll_stats ()
836{ 757{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 758 int statsort [7];
840 759
841 do 760 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 761 {
852 while (sum < 82 || sum > 116); 762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
853 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
854 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 772
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
887 780
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 781 stats.exp = 0;
899 op->stats.ac = 0; 782 stats.ac = 0;
900 783
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
909 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
910} 796}
911 797
912void 798void
913Roll_Again (object *op) 799object::swap_stats (int a, int b)
914{ 800{
915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919
920void
921Swap_Stat (object *op, int Swap_Second)
922{
923 signed char tmp;
924 char buf[MAX_BUF];
925
926 if (op->contr->Swap_First == -1)
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
939 804
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 815 stats.ac = 0;
950 816
951 op->level = 1; 817 level = 1;
952 op->stats.exp = 0; 818 stats.exp = 0;
953 op->stats.ac = 0; 819 stats.ac = 0;
954 820
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
963 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 { 832 }
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 833}
1041 834
1042/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
1046 * not the class. 839 * not the class.
1047 */ 840 */
1048
1049int 841int
1050key_change_class (object *op, char key) 842key_change_class (object *op, char key)
1051{ 843{
1052 int tmp_loop; 844 int tmp_loop;
1053 845
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 846 if (key == 'd' || key == 'D')
1061 { 847 {
1062 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
1063 849
1064 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (op->contr, op->weight + op->carrying);
852
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 853 treasurelist *tl = find_treasurelist ("starting_wealth");
854 if (tl)
855 create_treasure (tl, op, 0, 0, 0);
1067 856
1068 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
1070 859
1071 op->contr->state = ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
1072 861
1073 if (op->msg) 862 if (op->msg)
1074 op->msg = NULL; 863 op->msg = NULL;
1075 864
1076 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1085 start_info (op); 874 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 876 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 877 link_player_skills (op);
1089 esrv_send_inventory (op, op); 878 esrv_send_inventory (op, op);
1090 fix_player (op); 879 op->update_stats ();
1091 880
1092 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1093 * is one for this race 882 * is one for this race
1094 */ 883 */
1095 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1096 { 885 {
1097 object *tmp; 886 object *tmp;
1098 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1099 888
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 890 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1107 * default initial map */ 896 * default initial map */
1108 free_object (tmp); 897 tmp->destroy ();
1109 } 898 }
1110 else 899 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 901
1114 return 0; 902 return 0;
1115 } 903 }
1116 904
1117 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1122 while (!tmp_loop) 910 while (!tmp_loop)
1123 { 911 {
1124 shstr name = op->name; 912 shstr name = op->name;
1125 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1126 914
1127 remove_statbonus (op); 915 op->remove_statbonus ();
1128 remove_ob (op); 916 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 917 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 918 op->arch->clone.copy_to (op);
1131 op->instantiate (); 919 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 921 op->name = op->name_pl = name;
1134 op->x = x; 922 op->x = x;
1135 op->y = y; 923 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 926 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 927 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 928 tmp_loop = allowed_class (op);
1141 } 929 }
1142 930
1143 update_object (op, UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 933 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 936 op->stats.grace = 0;
1149 937
1150 if (op->msg) 938 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 940
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 942 return 0;
1155} 943}
1156 944
1157int 945int
1158key_confirm_quit (object *op, char key) 946key_confirm_quit (object *op, char key)
1159{ 947{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 949 {
1164 op->contr->state = ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 952 return 1;
1167 } 953 }
1168 954
1169 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 960 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 962
1177 strcpy (op->contr->killer, "quit"); 963 strcpy (op->contr->killer, "quit");
1178 check_score (op); 964 check_score (op);
1179 op->contr->party = NULL; 965 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 966 op->contr->own_title[0] = '\0';
1182 967
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 968 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 969
970 delete ob->contr;
971
1187 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 975 */
976 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 978
1193 { 979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1194 next = mp->next; 981 next = mp->next;
982
1195 if (!strncmp (mp->path, buf, strlen (buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 984 delete_map (mp);
1197 } 985 }
1198 986
1199 delete_character (op->name, 1); 987 delete_character (ob->name, 1);
1200 }
1201 988
1202 play_again (op);
1203 return 1; 989 return 1;
1204} 990}
1205 991
1206void 992void
1207flee_player (object *op) 993flee_player (object *op)
1238 { 1024 {
1239 op->enemy = NULL; 1025 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1027 return;
1242 } 1028 }
1029
1243 get_rangevector (op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1244 1031
1245 dir = absdir (4 + rv.direction); 1032 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1033 for (diff = 0; diff < 3; diff++)
1247 { 1034 {
1248 int m = 1 - (RANDOM () & 2); 1035 int m = 1 - (RANDOM () & 2);
1249 1036
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1038 return;
1253 }
1254 } 1039 }
1040
1255 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1043 op->enemy = NULL;
1258} 1044}
1259 1045
1264 */ 1050 */
1265int 1051int
1266check_pick (object *op) 1052check_pick (object *op)
1267{ 1053{
1268 object *tmp, *next; 1054 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1055 int stop = 0;
1271 int j, k, wvratio; 1056 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1057 char putstring[128], tmpstr[16];
1273 1058
1274
1275 /* if you're flying, you cna't pick up anything */ 1059 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1060 if (op->move_type & MOVE_FLYING)
1277 return 1; 1061 return 1;
1278 1062
1279 op_tag = op->count;
1280
1281 next = op->below; 1063 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1064
1285 /* loop while there are items on the floor that are not marked as 1065 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1066 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1067 while (next && !next->destroyed ())
1288 { 1068 {
1289 tmp = next; 1069 tmp = next;
1290 next = tmp->below; 1070 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1071
1294 if (was_destroyed (op, op_tag)) 1072 if (op->destroyed ())
1295 return 0; 1073 return 0;
1296 1074
1297 if (!can_pick (op, tmp)) 1075 if (!can_pick (op, tmp))
1298 continue; 1076 continue;
1299 1077
1431 /* question: don't pick up known-poisonous stuff? */ 1209 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1210 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1211 if (tmp->type == FOOD)
1434 { 1212 {
1435 pick_up (op, tmp); 1213 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1214 continue;
1439 } 1215 }
1216
1440 if (op->contr->mode & PU_DRINK) 1217 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1219 {
1443 pick_up (op, tmp); 1220 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1221 continue;
1447 } 1222 }
1448 1223
1449 if (op->contr->mode & PU_POTION) 1224 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1225 if (tmp->type == POTION)
1451 { 1226 {
1452 pick_up (op, tmp); 1227 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1228 continue;
1456 } 1229 }
1457 1230
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1231 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1232 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1233 if (tmp->type == SPELLBOOK)
1461 { 1234 {
1462 pick_up (op, tmp); 1235 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1236 continue;
1466 } 1237 }
1238
1467 if (op->contr->mode & PU_SKILLSCROLL) 1239 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1240 if (tmp->type == SKILLSCROLL)
1469 { 1241 {
1470 pick_up (op, tmp); 1242 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1243 continue;
1474 } 1244 }
1245
1475 if (op->contr->mode & PU_READABLES) 1246 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1248 {
1478 pick_up (op, tmp); 1249 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1250 continue;
1482 } 1251 }
1483 1252
1484 /* wands/staves/rods/horns */ 1253 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1256 {
1488 pick_up (op, tmp); 1257 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1258 continue;
1492 } 1259 }
1493 1260
1494 /* pick up all magical items */ 1261 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1262 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1264 {
1498 pick_up (op, tmp); 1265 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1266 continue;
1502 } 1267 }
1503 1268
1504 if (op->contr->mode & PU_VALUABLES) 1269 if (op->contr->mode & PU_VALUABLES)
1505 { 1270 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1271 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1272 {
1508 pick_up (op, tmp); 1273 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1274 continue;
1512 } 1275 }
1513 } 1276 }
1514 1277
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1278 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1279 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1280 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1281 {
1519 pick_up (op, tmp); 1282 pick_up (op, tmp);
1283 continue;
1520 if (0) 1284 }
1521 fprintf (stderr, "JEWELS\n"); 1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1522 continue; 1291 continue;
1523 } 1292 }
1524 1293
1525 /* bows and arrows. Bows are good for selling! */ 1294 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1295 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1296 if (tmp->type == BOW)
1528 { 1297 {
1529 pick_up (op, tmp); 1298 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1299 continue;
1533 } 1300 }
1301
1534 if (op->contr->mode & PU_ARROW) 1302 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1303 if (tmp->type == ARROW)
1536 { 1304 {
1537 pick_up (op, tmp); 1305 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1306 continue;
1541 } 1307 }
1542 1308
1543 /* all kinds of armor etc. */ 1309 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1310 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1311 if (tmp->type == ARMOUR)
1546 { 1312 {
1547 pick_up (op, tmp); 1313 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1314 continue;
1551 } 1315 }
1316
1552 if (op->contr->mode & PU_HELMET) 1317 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1318 if (tmp->type == HELMET)
1554 { 1319 {
1555 pick_up (op, tmp); 1320 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1321 continue;
1559 } 1322 }
1323
1560 if (op->contr->mode & PU_SHIELD) 1324 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1325 if (tmp->type == SHIELD)
1562 { 1326 {
1563 pick_up (op, tmp); 1327 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1328 continue;
1567 } 1329 }
1330
1568 if (op->contr->mode & PU_BOOTS) 1331 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1332 if (tmp->type == BOOTS)
1570 { 1333 {
1571 pick_up (op, tmp); 1334 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1335 continue;
1575 } 1336 }
1337
1576 if (op->contr->mode & PU_GLOVES) 1338 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1339 if (tmp->type == GLOVES)
1578 { 1340 {
1579 pick_up (op, tmp); 1341 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1342 continue;
1583 } 1343 }
1344
1584 if (op->contr->mode & PU_CLOAK) 1345 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1346 if (tmp->type == CLOAK)
1586 { 1347 {
1587 pick_up (op, tmp); 1348 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1349 continue;
1591 } 1350 }
1592 1351
1593 /* hoping to catch throwing daggers here */ 1352 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1353 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1355 {
1597 pick_up (op, tmp); 1356 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1357 continue;
1601 } 1358 }
1602 1359
1603 /* careful: chairs and tables are weapons! */ 1360 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1361 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1364 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1367 {
1611 pick_up (op, tmp); 1368 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1369 continue;
1615 } 1370 }
1616 } 1371 }
1372
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1373 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1374 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1376 {
1621 pick_up (op, tmp); 1377 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1378 continue;
1625 } 1379 }
1626 } 1380 }
1627 } 1381 }
1628 1382
1629 /* misc stuff that's useful */ 1383 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1384 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1386 {
1633 pick_up (op, tmp); 1387 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1388 continue;
1637 } 1389 }
1638 1390
1639 /* any of the last 4 bits set means we use the ratio for value 1391 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1392 * pickups */
1662 continue; 1414 continue;
1663 } 1415 }
1664 } 1416 }
1665 } /* the new pickup model */ 1417 } /* the new pickup model */
1666 } 1418 }
1419
1667 return !stop; 1420 return !stop;
1668} 1421}
1669 1422
1670/* 1423/*
1671 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1770 1523
1771object * 1524object *
1772pick_arrow_target (object *op, const char *type, int dir) 1525pick_arrow_target (object *op, const char *type, int dir)
1773{ 1526{
1774 object *tmp = NULL; 1527 object *tmp = NULL;
1775 mapstruct *m; 1528 maptile *m;
1776 int i, mflags, found, number; 1529 int i, mflags, found, number;
1777 sint16 x, y; 1530 sint16 x, y;
1778 1531
1779 if (op->map == NULL) 1532 if (op->map == NULL)
1780 return find_arrow (op, type); 1533 return find_arrow (op, type);
1840 */ 1593 */
1841int 1594int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1596{
1844 object *left, *bow; 1597 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1598 int bowspeed, mflags;
1847 mapstruct *m; 1599 maptile *m;
1848 1600
1849 if (!dir) 1601 if (!dir)
1850 { 1602 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1604 return 0;
1853 } 1605 }
1606
1854 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1856 else 1609 else
1857 { 1610 {
1858 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1866 { 1619 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1621 return 0;
1869 } 1622 }
1870 } 1623 }
1624
1871 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1872 { 1626 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1628 return 0;
1875 } 1629 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1632
1879 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1882 if (bowspeed < 1) 1637 if (bowspeed < 1)
1883 bowspeed = 1; 1638 bowspeed = 1;
1884 1639
1885 if (arrow == NULL) 1640 if (arrow == NULL)
1886 { 1641 {
1892 else 1647 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1649 return 0;
1895 } 1650 }
1896 } 1651 }
1652
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1655 return 0;
1901 } 1656
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1658 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1660 return 0;
1906 } 1661 }
1907 1662
1908 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1664 if (arrow->nrof == 0)
1910 { 1665 {
1911 remove_ob (arrow); 1666 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1667 return 0;
1914 } 1668 }
1915 1669
1916 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1672 if (!arrow)
1920 { 1673 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1675 return 0;
1923 } 1676 }
1924 set_owner (arrow, op); 1677
1678 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1926 1680
1927 arrow->direction = dir; 1681 arrow->direction = dir;
1928 arrow->x = sx; 1682 arrow->x = sx;
1929 arrow->y = sy; 1683 arrow->y = sy;
1930 1684
1931 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1932 { 1686 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1688 op->update_stats ();
1935 } 1689 }
1936 1690
1937 SET_ANIMATION (arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1694 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1695 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1696 arrow->spellarg = strdup (arrow->slaying);
1943 1697
1944 /* Note that this was different for monsters - they got their level 1698 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1699 * added to the damage. I think the strength bonus is more proper.
1946 */ 1700 */
1947 1701
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1720 }
1967 else 1721 else
1968 { 1722 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1724 arrow->level = op->level;
1972 } 1725 }
1726
1973 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1729
1975 if (bow->slaying != NULL) 1730 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1731 arrow->slaying = bow->slaying;
1977 1732
1978 arrow->map = m; 1733 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1736
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count;
1984 insert_ob_in_map (arrow, m, op, 0); 1738 insert_ob_in_map (arrow, m, op, 0);
1985 1739
1986 if (!was_destroyed (arrow, tag)) 1740 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1741 move_arrow (arrow);
1988 1742
1989 if (op->type == PLAYER) 1743 if (op->type == PLAYER)
1990 { 1744 {
1991 if (was_destroyed (left, left_tag)) 1745 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1746 esrv_del_item (op->contr, left->count);
1993 else 1747 else
1994 esrv_send_item (op, left); 1748 esrv_send_item (op, left);
1995 } 1749 }
1750
1996 return 1; 1751 return 1;
1997} 1752}
1998 1753
1999/* Special fire code for players - this takes into 1754/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1755 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
2098 item->speed = 0; 1853 item->speed = 0;
2099 update_ob_speed (item); 1854 update_ob_speed (item);
2100 } 1855 }
2101 if ((tmp = is_player_inv (item))) 1856 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1858 }
2104 } 1859 }
2105 else if (item->type == ROD || item->type == HORN) 1860 else if (item->type == ROD || item->type == HORN)
2106 { 1861 {
2136 case range_misc: 1891 case range_misc:
2137 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2138 return; 1893 return;
2139 1894
2140 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1897 {
2143 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1900 }
2147 else 1901 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1903 return;
2150 1904
2257 * 0 otherwise 2011 * 0 otherwise
2258 */ 2012 */
2259static int 2013static int
2260player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2261{ 2015{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2266 */ 2019 */
2267 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2309 */ 2062 */
2310
2311void 2063void
2312move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2313{ 2065{
2314 object *tmp, *mon; 2066 object *tmp, *mon;
2315 sint16 nx, ny; 2067 sint16 nx, ny;
2316 int on_battleground; 2068 int on_battleground;
2317 mapstruct *m; 2069 maptile *m;
2318 2070
2319 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2321 2073
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2323 2075
2324 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2340 } 2092 }
2341 else 2093 else
2342 m = op->map; 2094 m = op->map;
2343 2095
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2097 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2099 return;
2348 } 2100 }
2349 2101
2350 mon = NULL; 2102 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2106 * on the space
2355 */ 2107 */
2356 while (tmp != NULL) 2108 while (tmp)
2357 { 2109 {
2358 if (tmp == op) 2110 if (tmp == op)
2359 { 2111 {
2360 tmp = tmp->above; 2112 tmp = tmp->above;
2361 continue; 2113 continue;
2362 } 2114 }
2115
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2117 {
2365 mon = tmp; 2118 mon = tmp;
2366 break; 2119 break;
2367 } 2120 }
2121
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2123 mon = tmp;
2124
2370 tmp = tmp->above; 2125 tmp = tmp->above;
2371 } 2126 }
2372 2127
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2129 return; /* into a wall */
2375 2130
2376 if (mon->head != NULL) 2131 if (mon->head)
2377 mon = mon->head; 2132 mon = mon->head;
2378 2133
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2381 return; 2136 return;
2393 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2394 */ 2149 */
2395 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2396#if COZY_SERVER 2151#if COZY_SERVER
2397 && 2152 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2155#else
2401 && get_owner (mon) == op 2156 && mon->owner == op
2402#endif 2157#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2159 {
2405 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2161 if (op->contr->braced)
2418 * attack them either. 2173 * attack them either.
2419 */ 2174 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2178 (op->contr->peaceful
2424 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2425 && mon->contr-> 2180 && mon->contr->
2426 peaceful)) && 2181 peaceful)) &&
2427#else 2182#else
2428 op->contr->peaceful && 2183 op->contr->peaceful &&
2429#endif 2184#endif
2430 !on_battleground)) 2185 !on_battleground))
2431 { 2186 {
2432 if (!op->contr->braced) 2187 if (!op->contr->braced)
2433 { 2188 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2436 } 2191 }
2437 else 2192 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2194
2441 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2196 make_visible (op);
2443 } 2197 }
2444 2198
2445 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2228
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2230 }
2477 2231
2478 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2479 2233
2480 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2237 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2240 {
2487 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2488 2242
2489 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2492 } 2246 }
2247
2493 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2494 make_visible (op); 2249 make_visible (op);
2495 } 2250 }
2496 } /* if player should attack something */ 2251 } /* if player should attack something */
2497} 2252}
2532 2287
2533 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2289 * server can handle repeat firing.
2535 */ 2290 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2292 op->direction = dir;
2539 }
2540 else 2293 else
2541 {
2542 op->direction = 0; 2294 op->direction = 0;
2543 } 2295
2544 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2298 * for players.
2547 */ 2299 */
2548 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2597 */ 2349 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2352
2605 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2355 * called, so we recheck it here.
2608 */ 2356 */
2609 HandleClient (&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2610 if (op->speed_left < 0) 2361 if (op->speed_left < 0)
2611 return 0; 2362 return 0;
2612 2363
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2365 {
2623 if (op->speed_left > 0) 2374 if (op->speed_left > 0)
2624 return 1; 2375 return 1;
2625 else 2376 else
2626 return 0; 2377 return 0;
2627 } 2378 }
2379
2628 return 0; 2380 return 0;
2629} 2381}
2630 2382
2631int 2383int
2632save_life (object *op) 2384save_life (object *op)
2633{ 2385{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2387 return 0;
2638 2388
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2391 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2644 if (op->contr) 2395 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2396 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2397
2647 free_object (tmp); 2398 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2649 if (op->stats.hp < 0) 2401 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2402 op->stats.hp = op->stats.maxhp;
2403
2651 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2652 op->stats.food = 999; 2405 op->stats.food = 999;
2653 fix_player (op); 2406
2407 op->update_stats ();
2654 return 1; 2408 return 1;
2655 } 2409 }
2410
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2413 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2414 return 0;
2660} 2415}
2674 next = op->below; /* Make sure we have a good value, in case 2429 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2430 * we remove object 'op'
2676 */ 2431 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2433 {
2679 remove_ob (op); 2434 op->remove ();
2680 op->x = env->x; 2435 op->x = env->x;
2681 op->y = env->y; 2436 op->y = env->y;
2682 if (env->type == PLAYER) 2437 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2438 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2439 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2440 }
2686 else if (op->inv) 2441 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2442 remove_unpaid_objects (op->inv, env);
2443
2688 op = next; 2444 op = next;
2689 } 2445 }
2690} 2446}
2691
2692 2447
2693/* 2448/*
2694 * Returns pointer a static string containing gravestone text 2449 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2450 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2451 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2462 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2465 else
2711 sprintf (buf, "%s\n", &op->name); 2466 sprintf (buf, "%s\n", &op->name);
2467
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2469 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2472 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2476 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2477 if (op->type == PLAYER)
2721 { 2478 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2481 strcat (buf2, buf);
2725 } 2482 }
2483
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2486 strcat (buf2, buf);
2487
2729 return buf2; 2488 return buf2;
2730} 2489}
2731
2732
2733 2490
2734void 2491void
2735do_some_living (object *op) 2492do_some_living (object *op)
2736{ 2493{
2737 int last_food = op->stats.food; 2494 int last_food = op->stats.food;
2746 const int max_grace = 1; 2503 const int max_grace = 1;
2747 2504
2748 if (op->contr->outputs_sync) 2505 if (op->contr->outputs_sync)
2749 { 2506 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]); 2509 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2510 }
2754 2511
2755 if (op->contr->state == ST_PLAYING) 2512 if (op->contr->ns->state == ST_PLAYING)
2756 { 2513 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2514 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2515 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2516 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2517 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2518 else
2763 { 2519 {
2764 gen_hp = op->stats.maxhp; 2520 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2521 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2522 }
2523
2767 if (op->contr->gen_sp >= 0) 2524 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2525 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2526 else
2770 { 2527 {
2771 gen_sp = op->stats.maxsp; 2528 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2529 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2530 }
2531
2774 if (op->contr->gen_grace >= 0) 2532 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2534 else
2777 { 2535 {
2778 gen_grace = op->stats.maxgrace; 2536 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2552 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2554 op->stats.food = last_food;
2797 } 2555 }
2798 } 2556 }
2557
2799 if (max_sp > 1) 2558 if (max_sp > 1)
2800 { 2559 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2560 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2561 if (over_sp > 0)
2803 { 2562 {
2804 if (op->stats.sp < op->stats.maxsp) 2563 if (op->stats.sp < op->stats.maxsp)
2805 { 2564 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2568 op->stats.sp--;
2569
2809 if (op->stats.sp > op->stats.maxsp) 2570 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2571 op->stats.sp = op->stats.maxsp;
2811 } 2572 }
2812 op->last_sp = 0; 2573 op->last_sp = 0;
2813 } 2574 }
2814 else 2575 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2577 }
2819 else 2578 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2580 }
2824 2581
2825 /* Regenerate Grace */ 2582 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2584 if (--op->last_grace < 0)
2828 { 2585 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2586 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2831 if (max_grace > 1) 2589 if (max_grace > 1)
2832 { 2590 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2592 if (over_grace > 0)
2835 { 2593 {
2863 op->stats.food += op->contr->digestion; 2621 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2623 op->stats.food = last_food;
2866 } 2624 }
2867 } 2625 }
2626
2868 if (max_hp > 1) 2627 if (max_hp > 1)
2869 { 2628 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2630 if (over_hp > 0)
2872 { 2631 {
2896 2655
2897 if (op->contr->gen_hp > 0) 2656 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2658 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660
2901 /* dms do not consume food */ 2661 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2663 op->stats.food--;
2904 } 2664 }
2905 }
2906 2665
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2666 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2667 {
2909 object *tmp, *flesh = NULL; 2668 object *tmp, *flesh = 0;
2910 2669
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2670 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2671 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2673 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2675 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2677 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2678 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2679 break;
2921 } 2680 }
2922 else if (tmp->type == FLESH) 2681 else if (tmp->type == FLESH)
2923 flesh = tmp; 2682 flesh = tmp;
2924 } /* End if paid for object */ 2683 } /* End if paid for object */
2925 } /* end of for loop */ 2684 } /* end of for loop */
2685
2926 /* If player is still starving, it means they don't have any food, so 2686 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2687 * eat flesh instead.
2928 */ 2688 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2690 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2692 manual_apply (op, flesh, 0);
2933 } 2693 }
2934 } /* end if player is starving */ 2694 }
2935 2695
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2696 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2938 2698
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2700 kill_player (op);
2701 }
2941} 2702}
2942
2943
2944 2703
2945/* If the player should die (lack of hp, food, etc), we call this. 2704/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2705 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2706 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2707 * file.
2952{ 2711{
2953 char buf[MAX_BUF]; 2712 char buf[MAX_BUF];
2954 int x, y; 2713 int x, y;
2955 2714
2956 //int i; 2715 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2716 maptile *map; /* this is for resurrection */
2958 2717
2959 /* int z; 2718 /* int z;
2960 int num_stats_lose; 2719 int num_stats_lose;
2961 int lost_a_stat; 2720 int lost_a_stat;
2962 int lose_this_stat; 2721 int lose_this_stat;
2981 /* restore player */ 2740 /* restore player */
2982 at = archetype::find ("poisoning"); 2741 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2742 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2743 if (tmp)
2985 { 2744 {
2986 remove_ob (tmp); 2745 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2747 }
2990 2748
2991 at = archetype::find ("confusion"); 2749 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2750 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2751 if (tmp)
2994 { 2752 {
2995 remove_ob (tmp); 2753 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2755 }
2999 2756
3000 cure_disease (op, 0); /* remove any disease */ 2757 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2758 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2814 x = op->x;
3058 y = op->y; 2815 y = op->y;
3059 map = op->map; 2816 map = op->map;
3060 2817
3061 2818
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2819 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2820 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2821 * See the config.h file for a little more in depth detail about this.
3067 */ 2822 */
3068 2823
3069 /* Basically two ways to go - remove a stat permanently, or just 2824 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2825 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2826 * of death.
3072 */ 2827 */
3073#ifndef COZY_SERVER 2828#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2829 if (settings.balanced_stat_loss)
3075 { 2830 {
3076 /* If stat loss is permanent, lose one stat only. */ 2831 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2832 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2833 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2834 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2835 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2836 little bit harder. */
3082 /* GD */ 2837 /* GD */
3083 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2839 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2840 else
3089 { 2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 }
2843 else
2844 {
3090 num_stats_lose = 1; 2845 num_stats_lose = 1;
3091 } 2846 }
3092 lost_a_stat = 0; 2847 lost_a_stat = 0;
3093 2848
3094 for (z = 0; z < num_stats_lose; z++) 2849 for (z = 0; z < num_stats_lose; z++)
3095 { 2850 {
3096 i = RANDOM () % NUM_STATS; 2851 i = RANDOM () % NUM_STATS;
3097 2852
3098 if (settings.stat_loss_on_death) 2853 if (settings.stat_loss_on_death)
3099 { 2854 {
3100 /* Pick a random stat and take a point off it. Tell the player 2855 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2856 * what he lost.
3102 */ 2857 */
3103 change_attr_value (&(op->stats), i, -1); 2858 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2859 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2860 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2861 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2863 lost_a_stat = 1;
2864 }
2865 else
2866 {
2867 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion");
2869 object *dep;
2870
2871 dep = present_arch_in_ob (deparch, op);
2872 if (!dep)
2873 {
2874 dep = arch_to_object (deparch);
2875 insert_ob_in_ob (dep, op);
3109 } 2876 }
3110 else 2877 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss)
3111 { 2879 {
3112 /* deplete a stat */ 2880 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2881 /* Get the stat that we're about to deplete. */
3114 object *dep; 2882 this_stat = get_attr_value (&(dep->stats), i);
3115 2883 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2884 {
3119 dep = arch_to_object (deparch); 2885 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2886 int keep_chance = this_stat * this_stat;
3121 } 2887
3122 lose_this_stat = 1; 2888 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2889 if (keep_chance < 1)
2890 keep_chance = 1;
2891
2892 /* There is a maximum depletion total per level. */
2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2894 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2895 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2896 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2897 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2898 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2899 else
3164 if (this_stat >= -50)
3165 { 2900 {
3166 change_attr_value (&(dep->stats), i, -1); 2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2902 lose_this_stat = 0;
2903 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2904 this_stat, keep_chance, loss_chance,
2905 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2906 }
3172 } 2907 }
3173 } 2908 }
2909
2910 if (lose_this_stat)
2911 {
2912 this_stat = get_attr_value (&(dep->stats), i);
2913 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a
2917 * difference.
2918 */
2919 if (this_stat >= -50)
2920 {
2921 change_attr_value (&(dep->stats), i, -1);
2922 SET_FLAG (dep, FLAG_APPLIED);
2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2924 op->update_stats ();
2925 lost_a_stat = 1;
2926 }
3174 } 2927 }
2928 }
2929 }
3175 /* If no stat lost, tell the player. */ 2930 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2931 if (!lost_a_stat)
3177 { 2932 {
3178 /* determine_god() seems to not work sometimes... why is this? 2933 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2934 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2935 const char *god = determine_god (op);
3181 2936
3182 if (god && (strcmp (god, "none"))) 2937 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2939 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2941 }
2942#else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2944#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2945
3190 /* Put a gravestone up where the character 'almost' died. List the 2946 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2947 * exp loss on the stone.
3192 */ 2948 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2949 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2950 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2951 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2952 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2953 tmp->name_pl = buf;
3198 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); 2954 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);
3199 tmp->msg = buf; 2955 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2958
3203 /**************************************/ 2959 /**************************************/
3204 /* */ 2960 /* */
3205 /* Subtract the experience points, */ 2961 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2962 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2963 /* food, and reset HP's... */
3208 /* */ 2964 /* */
3209
3210 /**************************************/ 2965 /**************************************/
3211 2966
3212 /* remove any poisoning and confusion the character may be suffering. */ 2967 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2968 /* restore player */
3214 at = archetype::find ("poisoning"); 2969 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
2971
3216 if (tmp) 2972 if (tmp)
3217 { 2973 {
3218 remove_ob (tmp); 2974 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2976 }
3222 2977
3223 at = archetype::find ("confusion"); 2978 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2979 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2980 if (tmp)
3226 { 2981 {
3227 remove_ob (tmp); 2982 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2984 }
2985
3231 cure_disease (op, 0); /* remove any disease */ 2986 cure_disease (op, 0); /* remove any disease */
3232 2987
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2988 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2989 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2990 if (op->stats.food < 100)
3236 op->stats.food = 900; 2991 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2995
3241 /* 2996 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2997 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 2998 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2999 * in the map.
3245 */ 3000 */
3246 3001
3247 if (is_in_shop (op)) 3002 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 3003 remove_unpaid_objects (op->inv, op);
3249 3004
3250 /****************************************/ 3005 /****************************************/
3251 /* */ 3006 /* */
3252 /* Move player to his current respawn- */ 3007 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 3008 /* position (usually last savebed) */
3254 /* */ 3009 /* */
3255
3256 /****************************************/ 3010 /****************************************/
3257 3011
3258 enter_player_savebed (op); 3012 enter_player_savebed (op);
3259 3013
3260 /* Save the player before inserting the force to reduce 3014 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3015 * chance of abuse.
3262 */ 3016 */
3263 op->contr->braced = 0; 3017 op->contr->braced = 0;
3264 save_player (op, 1); 3018 op->contr->save ();
3265 3019
3266 /* it is possible that the player has blown something up 3020 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3021 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3022 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3023 * on the space that might harm the player.
3270 */ 3024 */
3271 will_kill_again = 0; 3025 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3026 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3027 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3028 will_kill_again |= tmp->attacktype;
3276 } 3029
3277 if (will_kill_again) 3030 if (will_kill_again)
3278 { 3031 {
3279 object *force; 3032 object *force;
3280 int at; 3033 int at;
3281 3034
3282 force = get_archetype (FORCE_NAME); 3035 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3036 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3037 force->speed = 0.1;
3285 force->speed_left = -5.0; 3038 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3039 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3040 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3041 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3042 force->resist[at] = 100;
3291 } 3043
3292 insert_ob_in_ob (force, op); 3044 insert_ob_in_ob (force, op);
3293 fix_player (op); 3045 op->update_stats ();
3294 3046
3295 } 3047 }
3296 3048
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 3050}
3366
3367 3051
3368void 3052void
3369loot_object (object *op) 3053loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3054{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3055 object *tmp, *tmp2, *next;
3372 3056
3373 if (op->container) 3057 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3058 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3059
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3060 for (tmp = op->inv; tmp; tmp = next)
3379 { 3061 {
3380 next = tmp->below; 3062 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3063
3064 if (tmp->invisible)
3382 continue; 3065 continue;
3383 remove_ob (tmp); 3066
3067 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3068 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3069 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3070 { /* empty container to ground */
3387 loot_object (tmp); 3071 loot_object (tmp);
3388 } 3072 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3074 {
3391 if (tmp->nrof > 1) 3075 if (tmp->nrof > 1)
3392 { 3076 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3078 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3079 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3080 }
3397 else 3081 else
3398 free_object (tmp); 3082 tmp->destroy ();
3399 } 3083 }
3400 else 3084 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3085 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3086 }
3403} 3087}
3409 */ 3093 */
3410 3094
3411void 3095void
3412fix_weight (void) 3096fix_weight (void)
3413{ 3097{
3414 player *pl;
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next) 3098 for (player *pl = first_player; pl; pl = pl->next)
3417 { 3099 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3101
3420 if (old == sum) 3102 if (old == sum)
3421 continue; 3103 continue;
3422 fix_player (pl->ob); 3104 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3106 }
3425} 3107}
3426 3108
3427void 3109void
3428fix_luck (void) 3110fix_luck (void)
3429{ 3111{
3430 player *pl;
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next) 3112 for (player *pl = first_player; pl; pl = pl->next)
3433 if (!pl->ob->contr->state) 3113 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3114 pl->ob->change_luck (0);
3435} 3115}
3436
3437 3116
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3117/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3118 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3119 * just treat this as any other spell casting object.
3441 */ 3120 */
3442
3443void 3121void
3444cast_dust (object *op, object *throw_ob, int dir) 3122cast_dust (object *op, object *throw_ob, int dir)
3445{ 3123{
3446 object *skop, *spob; 3124 object *skop, *spob;
3447 3125
3468 if (op->type == PLAYER) 3146 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3148
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3149 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3150
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3151 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3152}
3477 3153
3478void 3154void
3479make_visible (object *op) 3155make_visible (object *op)
3480{ 3156{
3494 object *tmp = NULL; 3170 object *tmp = NULL;
3495 3171
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3173 return 1;
3498 3174
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3175 return 0;
3505} 3176}
3506 3177
3507/* look at the surrounding terrain to determine 3178/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3179 * the hideability of this object. Positive levels
3596int 3267int
3597stand_near_hostile (object *who) 3268stand_near_hostile (object *who)
3598{ 3269{
3599 object *tmp = NULL; 3270 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3271 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3272 maptile *m;
3602 sint16 x, y; 3273 sint16 x, y;
3603 3274
3604 if (!who) 3275 if (!who)
3605 return 0; 3276 return 0;
3606 3277
3623 if (mflags & P_OUT_OF_MAP) 3294 if (mflags & P_OUT_OF_MAP)
3624 continue; 3295 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3296 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3297 continue;
3627 3298
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3299 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3300 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3301 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3302 return 1;
3632 else if (tmp->type == PLAYER) 3303 else if (tmp->type == PLAYER)
3633 { 3304 {
3687 3358
3688 /* only the viewable area the player sees is updated by LOS 3359 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3360 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3361 * for any meaningful values.
3691 */ 3362 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3366 return 1;
3696 op = op->more; 3367 op = op->more;
3697 } 3368 }
3698 return 0; 3369 return 0;
3699} 3370}
3885 { 3556 {
3886 /* forces in the treasurelist can alter the player's stats */ 3557 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3558 object *skin;
3888 3559
3889 /* first get the dragon skin force */ 3560 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3563 ;
3564
3891 if (skin == NULL) 3565 if (!skin)
3892 return; 3566 return;
3893 3567
3894 /* adding new spellpath attunements */ 3568 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3569 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3570 {

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