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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 1.56 by root, Sat Dec 23 05:25:18 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 171// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 173void
202 */ 174player::connect (client *ns)
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{ 175{
213 object *op = arch_to_object (get_player_archetype (NULL)); 176 this->ns = ns;
214 int i; 177 ns->pl = this;
215 178
216 if (!p) 179 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; 180 first_player = this;
234 181
235 p->next = NULL; 182 ns->update_look = 0;
236 } 183 ns->look_position = 0;
237 184
238 /* Clears basically the entire player structure except 185 clear_los (ob);
239 * for next and socket. 186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 208 */
241 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
242 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
243 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 274 * we deal with that below this point.
245 */ 275 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 279
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
257 281
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; 282 gen_sp_armour = 10;
272 p->last_speed = -1; 283 last_speed = -1;
273 p->shoottype = range_none; 284 shoottype = range_none;
274 p->bowtype = bow_normal; 285 bowtype = bow_normal;
275 p->petmode = pet_normal; 286 petmode = pet_normal;
276 p->listening = 10; 287 listening = 10;
277 p->usekeys = containers; 288 usekeys = containers;
278 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 291 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);
288 292
289 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
292 * at zero. 296 * at zero.
293 */ 297 */
294 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 300
298 }
299 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 302 last_resist[i] = -1;
302 } 303
303 p->last_stats.exp = -1; 304 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 306}
310 307
311/* This loads the first map an puts the player on it. */ 308player::~player ()
312static void
313set_first_map (object *op)
314{ 309{
315 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
321/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
323 * mode. 350 * mode.
324 */ 351 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
330 356
331 p = get_player (NULL); 357 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);
343 358
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; 359 return pl;
351} 360}
352 361
353/* 362/*
354 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
364 { 373 {
365 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
366 at = first_archetype; 375 at = first_archetype;
367 else 376 else
368 at = at->next; 377 at = at->next;
378
369 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
370 return at; 380 return at;
381
371 if (at == start) 382 if (at == start)
372 { 383 {
373 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 385 exit (-1);
375 } 386 }
376 } 387 }
377} 388}
378
379 389
380object * 390object *
381get_nearest_player (object *mon) 391get_nearest_player (object *mon)
382{ 392{
383 object *op = NULL; 393 object *op = NULL;
460 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 472 * is probably not a good thing.
463 */ 473 */
464#define MAX_SPACES 50 474#define MAX_SPACES 50
465
466 475
467/* 476/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * 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) 498path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 499{
491 rv_vector rv; 500 rv_vector rv;
492 sint16 x, y; 501 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 503 maptile *m, *lastmap;
495 504
496 get_rangevector (mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
497 506
498 if (rv.distance < mindiff) 507 if (rv.distance < mindiff)
499 return 0; 508 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 652 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 653 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 654 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 655 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 656 {
648 remove_ob (op); 657 op->destroy ();
649 free_object (op);
650 continue; 658 continue;
651 } 659 }
652 } 660 }
653 661
654 /* This really needs to be better - we should really give 662 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 673 if (tmp->type == op->type && tmp->name == op->name)
666 break; 674 break;
667 675
668 if (tmp) 676 if (tmp)
669 { 677 {
670 remove_ob (op); 678 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 680 continue;
674 } 681 }
682
675 if (op->nrof > 1) 683 if (op->nrof > 1)
676 op->nrof = 1; 684 op->nrof = 1;
677 } 685 }
678 686
679 if (op->type == SPELLBOOK && op->inv) 687 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 699 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 700 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 701 }
694 if (op->type == SPELL) 702 if (op->type == SPELL)
695 { 703 {
696 remove_ob (op); 704 op->destroy ();
697 free_object (op);
698 continue; 705 continue;
699 } 706 }
700 else if (op->type == SKILL) 707 else if (op->type == SKILL)
701 { 708 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
712 link_player_skills (pl); 719 link_player_skills (pl);
713} 720}
714 721
715void 722void
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) 723get_party_password (object *op, partylist *party)
800{ 724{
801 if (party == NULL) 725 if (party == NULL)
802 { 726 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 728 return;
805 } 729 }
730
806 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 735}
811
812 736
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 738static int
815roll_stat (void) 739roll_stat (void)
816{ 740{
817 int a[4], i, j, k; 741 int a[4], i, j, k;
818 742
819 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 747 if (a[i] < k)
824 k = a[i], j = i; 748 k = a[i], j = i;
825 749
826 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 751 if (i != j)
829 k += a[i]; 752 k += a[i];
830 } 753
831 return k; 754 return k;
832} 755}
833 756
834void 757void
835roll_stats (object *op) 758object::roll_stats ()
836{ 759{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 760 int statsort [7];
840 761
841 do 762 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 } 763 {
852 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
853 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
854 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 773 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;
862 774
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]; 775 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
887 782
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; 783 stats.exp = 0;
899 op->stats.ac = 0; 784 stats.ac = 0;
900 785
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; 786 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
909 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
910} 798}
911 799
912void 800void
913Roll_Again (object *op) 801object::swap_stats (int a, int b)
914{ 802{
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); 803 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)); 804 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); 805 set_attr_value (&contr->orig_stats, b, tmp);
939 806
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; 807 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 817 stats.ac = 0;
950 818
951 op->level = 1; 819 level = 1;
952 op->stats.exp = 0; 820 stats.exp = 0;
953 op->stats.ac = 0; 821 stats.ac = 0;
954 822
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; 823 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
963 op->contr->orig_stats = op->stats; 833 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 { 834 }
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} 835}
1041 836
1042/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1046 * not the class. 841 * not the class.
1047 */ 842 */
1048
1049int 843int
1050key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1051{ 845{
1052 int tmp_loop; 846 int tmp_loop;
1053 847
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') 848 if (key == 'd' || key == 'D')
1061 { 849 {
1062 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1063 851
1064 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (op->contr, op->weight + op->carrying);
854
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 855 treasurelist *tl = find_treasurelist ("starting_wealth");
856 if (tl)
857 create_treasure (tl, op, 0, 0, 0);
1067 858
1068 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1070 861
1071 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1072 863
1073 if (op->msg) 864 if (op->msg)
1074 op->msg = NULL; 865 op->msg = NULL;
1075 866
1076 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1085 start_info (op); 876 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 879 link_player_skills (op);
1089 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1090 fix_player (op); 881 op->update_stats ();
1091 882
1092 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1093 * is one for this race 884 * is one for this race
1094 */ 885 */
1095 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1096 { 887 {
1097 object *tmp; 888 object *tmp;
1098 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1099 890
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 892 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1107 * default initial map */ 898 * default initial map */
1108 free_object (tmp); 899 tmp->destroy ();
1109 } 900 }
1110 else 901 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 903
1114 return 0; 904 return 0;
1115 } 905 }
1116 906
1117 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1122 while (!tmp_loop) 912 while (!tmp_loop)
1123 { 913 {
1124 shstr name = op->name; 914 shstr name = op->name;
1125 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1126 916
1127 remove_statbonus (op); 917 op->remove_statbonus ();
1128 remove_ob (op); 918 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 920 op->arch->clone.copy_to (op);
1131 op->instantiate (); 921 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 923 op->name = op->name_pl = name;
1134 op->x = x; 924 op->x = x;
1135 op->y = y; 925 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 929 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1141 } 931 }
1142 932
1143 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 935 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 938 op->stats.grace = 0;
1149 939
1150 if (op->msg) 940 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 942
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 944 return 0;
1155} 945}
1156 946
1157int 947int
1158key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1159{ 949{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 951 {
1164 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 954 return 1;
1167 } 955 }
1168 956
1169 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 962 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 964
1177 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1178 check_score (op); 966 check_score (op);
1179 op->contr->party = NULL; 967 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1182 969
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 971
972 delete ob->contr;
973
1187 /* We need to hunt for any per player unique maps in memory and 974 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional, 975 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 977 */
978 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 980
1193 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1194 next = mp->next; 983 next = mp->next;
984
1195 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 986 delete_map (mp);
1197 } 987 }
1198 988
1199 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1200 }
1201 990
1202 play_again (op);
1203 return 1; 991 return 1;
1204} 992}
1205 993
1206void 994void
1207flee_player (object *op) 995flee_player (object *op)
1238 { 1026 {
1239 op->enemy = NULL; 1027 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1029 return;
1242 } 1030 }
1031
1243 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1244 1033
1245 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1247 { 1036 {
1248 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1249 1038
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1040 return;
1253 }
1254 } 1041 }
1042
1255 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1045 op->enemy = NULL;
1258} 1046}
1259 1047
1264 */ 1052 */
1265int 1053int
1266check_pick (object *op) 1054check_pick (object *op)
1267{ 1055{
1268 object *tmp, *next; 1056 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1057 int stop = 0;
1271 int j, k, wvratio; 1058 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1059 char putstring[128], tmpstr[16];
1273 1060
1274
1275 /* if you're flying, you cna't pick up anything */ 1061 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1062 if (op->move_type & MOVE_FLYING)
1277 return 1; 1063 return 1;
1278 1064
1279 op_tag = op->count;
1280
1281 next = op->below; 1065 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1066
1285 /* loop while there are items on the floor that are not marked as 1067 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1068 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1069 while (next && !next->destroyed ())
1288 { 1070 {
1289 tmp = next; 1071 tmp = next;
1290 next = tmp->below; 1072 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1073
1294 if (was_destroyed (op, op_tag)) 1074 if (op->destroyed ())
1295 return 0; 1075 return 0;
1296 1076
1297 if (!can_pick (op, tmp)) 1077 if (!can_pick (op, tmp))
1298 continue; 1078 continue;
1299 1079
1431 /* question: don't pick up known-poisonous stuff? */ 1211 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1212 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1213 if (tmp->type == FOOD)
1434 { 1214 {
1435 pick_up (op, tmp); 1215 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1216 continue;
1439 } 1217 }
1218
1440 if (op->contr->mode & PU_DRINK) 1219 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1221 {
1443 pick_up (op, tmp); 1222 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1223 continue;
1447 } 1224 }
1448 1225
1449 if (op->contr->mode & PU_POTION) 1226 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1227 if (tmp->type == POTION)
1451 { 1228 {
1452 pick_up (op, tmp); 1229 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1230 continue;
1456 } 1231 }
1457 1232
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1233 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1234 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1235 if (tmp->type == SPELLBOOK)
1461 { 1236 {
1462 pick_up (op, tmp); 1237 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1238 continue;
1466 } 1239 }
1240
1467 if (op->contr->mode & PU_SKILLSCROLL) 1241 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1242 if (tmp->type == SKILLSCROLL)
1469 { 1243 {
1470 pick_up (op, tmp); 1244 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1245 continue;
1474 } 1246 }
1247
1475 if (op->contr->mode & PU_READABLES) 1248 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1250 {
1478 pick_up (op, tmp); 1251 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1252 continue;
1482 } 1253 }
1483 1254
1484 /* wands/staves/rods/horns */ 1255 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1258 {
1488 pick_up (op, tmp); 1259 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1260 continue;
1492 } 1261 }
1493 1262
1494 /* pick up all magical items */ 1263 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1264 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1266 {
1498 pick_up (op, tmp); 1267 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1268 continue;
1502 } 1269 }
1503 1270
1504 if (op->contr->mode & PU_VALUABLES) 1271 if (op->contr->mode & PU_VALUABLES)
1505 { 1272 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1273 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1274 {
1508 pick_up (op, tmp); 1275 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1276 continue;
1512 } 1277 }
1513 } 1278 }
1514 1279
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1280 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1281 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1282 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1283 {
1519 pick_up (op, tmp); 1284 pick_up (op, tmp);
1285 continue;
1520 if (0) 1286 }
1521 fprintf (stderr, "JEWELS\n"); 1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1522 continue; 1293 continue;
1523 } 1294 }
1524 1295
1525 /* bows and arrows. Bows are good for selling! */ 1296 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1297 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1298 if (tmp->type == BOW)
1528 { 1299 {
1529 pick_up (op, tmp); 1300 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1301 continue;
1533 } 1302 }
1303
1534 if (op->contr->mode & PU_ARROW) 1304 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1305 if (tmp->type == ARROW)
1536 { 1306 {
1537 pick_up (op, tmp); 1307 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1308 continue;
1541 } 1309 }
1542 1310
1543 /* all kinds of armor etc. */ 1311 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1312 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1313 if (tmp->type == ARMOUR)
1546 { 1314 {
1547 pick_up (op, tmp); 1315 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1316 continue;
1551 } 1317 }
1318
1552 if (op->contr->mode & PU_HELMET) 1319 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1320 if (tmp->type == HELMET)
1554 { 1321 {
1555 pick_up (op, tmp); 1322 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1323 continue;
1559 } 1324 }
1325
1560 if (op->contr->mode & PU_SHIELD) 1326 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1327 if (tmp->type == SHIELD)
1562 { 1328 {
1563 pick_up (op, tmp); 1329 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1330 continue;
1567 } 1331 }
1332
1568 if (op->contr->mode & PU_BOOTS) 1333 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1334 if (tmp->type == BOOTS)
1570 { 1335 {
1571 pick_up (op, tmp); 1336 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1337 continue;
1575 } 1338 }
1339
1576 if (op->contr->mode & PU_GLOVES) 1340 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1341 if (tmp->type == GLOVES)
1578 { 1342 {
1579 pick_up (op, tmp); 1343 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1344 continue;
1583 } 1345 }
1346
1584 if (op->contr->mode & PU_CLOAK) 1347 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1348 if (tmp->type == CLOAK)
1586 { 1349 {
1587 pick_up (op, tmp); 1350 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1351 continue;
1591 } 1352 }
1592 1353
1593 /* hoping to catch throwing daggers here */ 1354 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1355 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1357 {
1597 pick_up (op, tmp); 1358 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1359 continue;
1601 } 1360 }
1602 1361
1603 /* careful: chairs and tables are weapons! */ 1362 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1363 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1366 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1369 {
1611 pick_up (op, tmp); 1370 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1371 continue;
1615 } 1372 }
1616 } 1373 }
1374
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1375 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1376 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1378 {
1621 pick_up (op, tmp); 1379 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1380 continue;
1625 } 1381 }
1626 } 1382 }
1627 } 1383 }
1628 1384
1629 /* misc stuff that's useful */ 1385 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1386 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1388 {
1633 pick_up (op, tmp); 1389 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1390 continue;
1637 } 1391 }
1638 1392
1639 /* any of the last 4 bits set means we use the ratio for value 1393 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1394 * pickups */
1662 continue; 1416 continue;
1663 } 1417 }
1664 } 1418 }
1665 } /* the new pickup model */ 1419 } /* the new pickup model */
1666 } 1420 }
1421
1667 return !stop; 1422 return !stop;
1668} 1423}
1669 1424
1670/* 1425/*
1671 * Find an arrow in the inventory and after that 1426 * Find an arrow in the inventory and after that
1770 1525
1771object * 1526object *
1772pick_arrow_target (object *op, const char *type, int dir) 1527pick_arrow_target (object *op, const char *type, int dir)
1773{ 1528{
1774 object *tmp = NULL; 1529 object *tmp = NULL;
1775 mapstruct *m; 1530 maptile *m;
1776 int i, mflags, found, number; 1531 int i, mflags, found, number;
1777 sint16 x, y; 1532 sint16 x, y;
1778 1533
1779 if (op->map == NULL) 1534 if (op->map == NULL)
1780 return find_arrow (op, type); 1535 return find_arrow (op, type);
1840 */ 1595 */
1841int 1596int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1598{
1844 object *left, *bow; 1599 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1600 int bowspeed, mflags;
1847 mapstruct *m; 1601 maptile *m;
1848 1602
1849 if (!dir) 1603 if (!dir)
1850 { 1604 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1606 return 0;
1853 } 1607 }
1608
1854 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1856 else 1611 else
1857 { 1612 {
1858 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1866 { 1621 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1623 return 0;
1869 } 1624 }
1870 } 1625 }
1626
1871 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1872 { 1628 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1630 return 0;
1875 } 1631 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1634
1879 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1882 if (bowspeed < 1) 1639 if (bowspeed < 1)
1883 bowspeed = 1; 1640 bowspeed = 1;
1884 1641
1885 if (arrow == NULL) 1642 if (arrow == NULL)
1886 { 1643 {
1892 else 1649 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1651 return 0;
1895 } 1652 }
1896 } 1653 }
1654
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1657 return 0;
1901 } 1658
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1660 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1662 return 0;
1906 } 1663 }
1907 1664
1908 /* this should not happen, but sometimes does */ 1665 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1666 if (arrow->nrof == 0)
1910 { 1667 {
1911 remove_ob (arrow); 1668 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1669 return 0;
1914 } 1670 }
1915 1671
1916 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1674 if (!arrow)
1920 { 1675 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1677 return 0;
1923 } 1678 }
1924 set_owner (arrow, op); 1679
1680 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1926 1682
1927 arrow->direction = dir; 1683 arrow->direction = dir;
1928 arrow->x = sx; 1684 arrow->x = sx;
1929 arrow->y = sy; 1685 arrow->y = sy;
1930 1686
1931 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1932 { 1688 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1690 op->update_stats ();
1935 } 1691 }
1936 1692
1937 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1943 1699
1944 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1946 */ 1702 */
1947 1703
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1722 }
1967 else 1723 else
1968 { 1724 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1726 arrow->level = op->level;
1972 } 1727 }
1728
1973 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1975 if (bow->slaying != NULL) 1732 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1977 1734
1978 arrow->map = m; 1735 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1738
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count;
1984 insert_ob_in_map (arrow, m, op, 0); 1740 insert_ob_in_map (arrow, m, op, 0);
1985 1741
1986 if (!was_destroyed (arrow, tag)) 1742 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1743 move_arrow (arrow);
1988 1744
1989 if (op->type == PLAYER) 1745 if (op->type == PLAYER)
1990 { 1746 {
1991 if (was_destroyed (left, left_tag)) 1747 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1748 esrv_del_item (op->contr, left->count);
1993 else 1749 else
1994 esrv_send_item (op, left); 1750 esrv_send_item (op, left);
1995 } 1751 }
1752
1996 return 1; 1753 return 1;
1997} 1754}
1998 1755
1999/* Special fire code for players - this takes into 1756/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1757 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2098 item->speed = 0; 1855 item->speed = 0;
2099 update_ob_speed (item); 1856 update_ob_speed (item);
2100 } 1857 }
2101 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1860 }
2104 } 1861 }
2105 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2106 { 1863 {
2136 case range_misc: 1893 case range_misc:
2137 fire_misc_object (op, dir); 1894 fire_misc_object (op, dir);
2138 return; 1895 return;
2139 1896
2140 case range_golem: /* Control summoned monsters from scrolls */ 1897 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) 1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1899 {
2143 op->contr->ranges[range_golem] = NULL; 1900 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1901 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1902 }
2147 else 1903 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1904 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1905 return;
2150 1906
2257 * 0 otherwise 2013 * 0 otherwise
2258 */ 2014 */
2259static int 2015static int
2260player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2261{ 2017{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 2019 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2266 */ 2021 */
2267 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2309 */ 2064 */
2310
2311void 2065void
2312move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2313{ 2067{
2314 object *tmp, *mon; 2068 object *tmp, *mon;
2315 sint16 nx, ny; 2069 sint16 nx, ny;
2316 int on_battleground; 2070 int on_battleground;
2317 mapstruct *m; 2071 maptile *m;
2318 2072
2319 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2321 2075
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2323 2077
2324 /* If braced, or can't move to the square, and it is not out of the 2078 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2079 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2080 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2340 } 2094 }
2341 else 2095 else
2342 m = op->map; 2096 m = op->map;
2343 2097
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2099 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2101 return;
2348 } 2102 }
2349 2103
2350 mon = NULL; 2104 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2106 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2107 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2108 * on the space
2355 */ 2109 */
2356 while (tmp != NULL) 2110 while (tmp)
2357 { 2111 {
2358 if (tmp == op) 2112 if (tmp == op)
2359 { 2113 {
2360 tmp = tmp->above; 2114 tmp = tmp->above;
2361 continue; 2115 continue;
2362 } 2116 }
2117
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2119 {
2365 mon = tmp; 2120 mon = tmp;
2366 break; 2121 break;
2367 } 2122 }
2123
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2125 mon = tmp;
2126
2370 tmp = tmp->above; 2127 tmp = tmp->above;
2371 } 2128 }
2372 2129
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2131 return; /* into a wall */
2375 2132
2376 if (mon->head != NULL) 2133 if (mon->head)
2377 mon = mon->head; 2134 mon = mon->head;
2378 2135
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2381 return; 2138 return;
2393 * player owns it and it is either friendly or unagressive. 2150 * player owns it and it is either friendly or unagressive.
2394 */ 2151 */
2395 if ((op->type == PLAYER) 2152 if ((op->type == PLAYER)
2396#if COZY_SERVER 2153#if COZY_SERVER
2397 && 2154 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2155 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2157#else
2401 && get_owner (mon) == op 2158 && mon->owner == op
2402#endif 2159#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2161 {
2405 /* If we're braced, we don't want to switch places with it */ 2162 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2163 if (op->contr->braced)
2418 * attack them either. 2175 * attack them either.
2419 */ 2176 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2180 (op->contr->peaceful
2424 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2425 && mon->contr-> 2182 && mon->contr->
2426 peaceful)) && 2183 peaceful)) &&
2427#else 2184#else
2428 op->contr->peaceful && 2185 op->contr->peaceful &&
2429#endif 2186#endif
2430 !on_battleground)) 2187 !on_battleground))
2431 { 2188 {
2432 if (!op->contr->braced) 2189 if (!op->contr->braced)
2433 { 2190 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2436 } 2193 }
2437 else 2194 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2196
2441 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2198 make_visible (op);
2443 } 2199 }
2444 2200
2445 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2230
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2232 }
2477 2233
2478 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2479 2235
2480 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2239 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2242 {
2487 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2488 2244
2489 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2492 } 2248 }
2249
2493 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2494 make_visible (op); 2251 make_visible (op);
2495 } 2252 }
2496 } /* if player should attack something */ 2253 } /* if player should attack something */
2497} 2254}
2532 2289
2533 /* Add special check for newcs players and fire on - this way, the 2290 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2291 * server can handle repeat firing.
2535 */ 2292 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2294 op->direction = dir;
2539 }
2540 else 2295 else
2541 {
2542 op->direction = 0; 2296 op->direction = 0;
2543 } 2297
2544 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2300 * for players.
2547 */ 2301 */
2548 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2347 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2348 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2349 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2350 * put this in a a workaround to clean up the golem pointer.
2597 */ 2351 */
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))) 2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2353 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2354
2605 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2357 * called, so we recheck it here.
2608 */ 2358 */
2609 HandleClient (&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2610 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2611 return 0; 2364 return 0;
2612 2365
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2367 {
2623 if (op->speed_left > 0) 2376 if (op->speed_left > 0)
2624 return 1; 2377 return 1;
2625 else 2378 else
2626 return 0; 2379 return 0;
2627 } 2380 }
2381
2628 return 0; 2382 return 0;
2629} 2383}
2630 2384
2631int 2385int
2632save_life (object *op) 2386save_life (object *op)
2633{ 2387{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2388 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2389 return 0;
2638 2390
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2393 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396
2644 if (op->contr) 2397 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2398 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2399
2647 free_object (tmp); 2400 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2401 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402
2649 if (op->stats.hp < 0) 2403 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2405
2651 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2652 op->stats.food = 999; 2407 op->stats.food = 999;
2653 fix_player (op); 2408
2409 op->update_stats ();
2654 return 1; 2410 return 1;
2655 } 2411 }
2412
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2415 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2416 return 0;
2660} 2417}
2674 next = op->below; /* Make sure we have a good value, in case 2431 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2432 * we remove object 'op'
2676 */ 2433 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2434 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2435 {
2679 remove_ob (op); 2436 op->remove ();
2680 op->x = env->x; 2437 op->x = env->x;
2681 op->y = env->y; 2438 op->y = env->y;
2682 if (env->type == PLAYER) 2439 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2442 }
2686 else if (op->inv) 2443 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2445
2688 op = next; 2446 op = next;
2689 } 2447 }
2690} 2448}
2691
2692 2449
2693/* 2450/*
2694 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2467 else
2711 sprintf (buf, "%s\n", &op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2471 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2474 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2478 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2721 { 2480 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2483 strcat (buf2, buf);
2725 } 2484 }
2485
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2729 return buf2; 2490 return buf2;
2730} 2491}
2731
2732
2733 2492
2734void 2493void
2735do_some_living (object *op) 2494do_some_living (object *op)
2736{ 2495{
2737 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2746 const int max_grace = 1; 2505 const int max_grace = 1;
2747 2506
2748 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2749 { 2508 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 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) 2510 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]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2512 }
2754 2513
2755 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2756 { 2515 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2520 else
2763 { 2521 {
2764 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2524 }
2525
2767 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2528 else
2770 { 2529 {
2771 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2532 }
2533
2774 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2536 else
2777 { 2537 {
2778 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2556 op->stats.food = last_food;
2797 } 2557 }
2798 } 2558 }
2559
2799 if (max_sp > 1) 2560 if (max_sp > 1)
2800 { 2561 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2563 if (over_sp > 0)
2803 { 2564 {
2804 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2805 { 2566 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2570 op->stats.sp--;
2571
2809 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2811 } 2574 }
2812 op->last_sp = 0; 2575 op->last_sp = 0;
2813 } 2576 }
2814 else 2577 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2579 }
2819 else 2580 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2582 }
2824 2583
2825 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2828 { 2587 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2831 if (max_grace > 1) 2591 if (max_grace > 1)
2832 { 2592 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2594 if (over_grace > 0)
2835 { 2595 {
2863 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2625 op->stats.food = last_food;
2866 } 2626 }
2867 } 2627 }
2628
2868 if (max_hp > 1) 2629 if (max_hp > 1)
2869 { 2630 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2632 if (over_hp > 0)
2872 { 2633 {
2896 2657
2897 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2660 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2901 /* dms do not consume food */ 2663 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2665 op->stats.food--;
2904 } 2666 }
2905 }
2906 2667
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2669 {
2909 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2910 2671
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2673 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2681 break;
2921 } 2682 }
2922 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2923 flesh = tmp; 2684 flesh = tmp;
2924 } /* End if paid for object */ 2685 } /* End if paid for object */
2925 } /* end of for loop */ 2686 } /* end of for loop */
2687
2926 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2689 * eat flesh instead.
2928 */ 2690 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2692 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2933 } 2695 }
2934 } /* end if player is starving */ 2696 }
2935 2697
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2938 2700
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2702 kill_player (op);
2703 }
2941} 2704}
2942
2943
2944 2705
2945/* If the player should die (lack of hp, food, etc), we call this. 2706/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2707 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2709 * file.
2952{ 2713{
2953 char buf[MAX_BUF]; 2714 char buf[MAX_BUF];
2954 int x, y; 2715 int x, y;
2955 2716
2956 //int i; 2717 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2718 maptile *map; /* this is for resurrection */
2958 2719
2959 /* int z; 2720 /* int z;
2960 int num_stats_lose; 2721 int num_stats_lose;
2961 int lost_a_stat; 2722 int lost_a_stat;
2962 int lose_this_stat; 2723 int lose_this_stat;
2981 /* restore player */ 2742 /* restore player */
2982 at = archetype::find ("poisoning"); 2743 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2744 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2745 if (tmp)
2985 { 2746 {
2986 remove_ob (tmp); 2747 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2749 }
2990 2750
2991 at = archetype::find ("confusion"); 2751 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2752 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2753 if (tmp)
2994 { 2754 {
2995 remove_ob (tmp); 2755 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2757 }
2999 2758
3000 cure_disease (op, 0); /* remove any disease */ 2759 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2760 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2816 x = op->x;
3058 y = op->y; 2817 y = op->y;
3059 map = op->map; 2818 map = op->map;
3060 2819
3061 2820
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2822 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2823 * See the config.h file for a little more in depth detail about this.
3067 */ 2824 */
3068 2825
3069 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2828 * of death.
3072 */ 2829 */
3073#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3075 { 2832 {
3076 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2835 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2838 little bit harder. */
3082 /* GD */ 2839 /* GD */
3083 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2841 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2842 else
3089 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3090 num_stats_lose = 1; 2847 num_stats_lose = 1;
3091 } 2848 }
3092 lost_a_stat = 0; 2849 lost_a_stat = 0;
3093 2850
3094 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3095 { 2852 {
3096 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3097 2854
3098 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3099 { 2856 {
3100 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2858 * what he lost.
3102 */ 2859 */
3103 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3109 } 2878 }
3110 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3111 { 2881 {
3112 /* deplete a stat */ 2882 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3114 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3115 2885 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2886 {
3119 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3121 } 2889
3122 lose_this_stat = 1; 2890 /* 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) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2896 {
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; 2897 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2899 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 } 2900 }
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 */ 2901 else
3164 if (this_stat >= -50)
3165 { 2902 {
3166 change_attr_value (&(dep->stats), i, -1); 2903 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; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2908 }
3172 } 2909 }
3173 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3174 } 2929 }
2930 }
2931 }
3175 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2933 if (!lost_a_stat)
3177 { 2934 {
3178 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3181 2938
3182 if (god && (strcmp (god, "none"))) 2939 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); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2941 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2943 }
2944#else
2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2946#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 2947
3190 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2949 * exp loss on the stone.
3192 */ 2950 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2953 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2955 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); 2956 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2957 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2960
3203 /**************************************/ 2961 /**************************************/
3204 /* */ 2962 /* */
3205 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3208 /* */ 2966 /* */
3209
3210 /**************************************/ 2967 /**************************************/
3211 2968
3212 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2970 /* restore player */
3214 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
2973
3216 if (tmp) 2974 if (tmp)
3217 { 2975 {
3218 remove_ob (tmp); 2976 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2978 }
3222 2979
3223 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2982 if (tmp)
3226 { 2983 {
3227 remove_ob (tmp); 2984 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2986 }
2987
3231 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3232 2989
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3236 op->stats.food = 900; 2993 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2997
3241 /* 2998 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2999 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 3000 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 3001 * in the map.
3245 */ 3002 */
3246 3003
3247 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3249 3006
3250 /****************************************/ 3007 /****************************************/
3251 /* */ 3008 /* */
3252 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3254 /* */ 3011 /* */
3255
3256 /****************************************/ 3012 /****************************************/
3257 3013
3258 enter_player_savebed (op); 3014 enter_player_savebed (op);
3259 3015
3260 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3017 * chance of abuse.
3262 */ 3018 */
3263 op->contr->braced = 0; 3019 op->contr->braced = 0;
3264 save_player (op, 1); 3020 op->contr->save ();
3265 3021
3266 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3025 * on the space that might harm the player.
3270 */ 3026 */
3271 will_kill_again = 0; 3027 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3276 } 3031
3277 if (will_kill_again) 3032 if (will_kill_again)
3278 { 3033 {
3279 object *force; 3034 object *force;
3280 int at; 3035 int at;
3281 3036
3282 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3039 force->speed = 0.1;
3285 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3044 force->resist[at] = 100;
3291 } 3045
3292 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3293 fix_player (op); 3047 op->update_stats ();
3294 3048
3295 } 3049 }
3296 3050
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 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} 3052}
3366
3367 3053
3368void 3054void
3369loot_object (object *op) 3055loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3372 3058
3373 if (op->container) 3059 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3061
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3379 { 3063 {
3380 next = tmp->below; 3064 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3382 continue; 3067 continue;
3383 remove_ob (tmp); 3068
3069 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3072 { /* empty container to ground */
3387 loot_object (tmp); 3073 loot_object (tmp);
3388 } 3074 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3076 {
3391 if (tmp->nrof > 1) 3077 if (tmp->nrof > 1)
3392 { 3078 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3080 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3081 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3082 }
3397 else 3083 else
3398 free_object (tmp); 3084 tmp->destroy ();
3399 } 3085 }
3400 else 3086 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3087 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3088 }
3403} 3089}
3409 */ 3095 */
3410 3096
3411void 3097void
3412fix_weight (void) 3098fix_weight (void)
3413{ 3099{
3414 player *pl;
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3417 { 3101 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3103
3420 if (old == sum) 3104 if (old == sum)
3421 continue; 3105 continue;
3422 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3108 }
3425} 3109}
3426 3110
3427void 3111void
3428fix_luck (void) 3112fix_luck (void)
3429{ 3113{
3430 player *pl;
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3433 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3435} 3117}
3436
3437 3118
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3441 */ 3122 */
3442
3443void 3123void
3444cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3445{ 3125{
3446 object *skop, *spob; 3126 object *skop, *spob;
3447 3127
3468 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3149 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3150
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3151 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3152
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3153 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3154}
3477 3155
3478void 3156void
3479make_visible (object *op) 3157make_visible (object *op)
3480{ 3158{
3494 object *tmp = NULL; 3172 object *tmp = NULL;
3495 3173
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3175 return 1;
3498 3176
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; 3177 return 0;
3505} 3178}
3506 3179
3507/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3596int 3269int
3597stand_near_hostile (object *who) 3270stand_near_hostile (object *who)
3598{ 3271{
3599 object *tmp = NULL; 3272 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3273 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3274 maptile *m;
3602 sint16 x, y; 3275 sint16 x, y;
3603 3276
3604 if (!who) 3277 if (!who)
3605 return 0; 3278 return 0;
3606 3279
3623 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3624 continue; 3297 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3299 continue;
3627 3300
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3302 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3304 return 1;
3632 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3633 { 3306 {
3687 3360
3688 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3362 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3363 * for any meaningful values.
3691 */ 3364 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3368 return 1;
3696 op = op->more; 3369 op = op->more;
3697 } 3370 }
3698 return 0; 3371 return 0;
3699} 3372}
3885 { 3558 {
3886 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3560 object *skin;
3888 3561
3889 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 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); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3891 if (skin == NULL) 3567 if (!skin)
3892 return; 3568 return;
3893 3569
3894 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3572 {

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