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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 1.60 by root, Sat Dec 23 09:41:55 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 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
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 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
243 /* There are some elements we want initialized to non zero value - 275 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 276 * we deal with that below this point.
245 */ 277 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 278 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 279 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 280 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 281
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 282 assign (savebed_map, first_map_path); /* Init. respawn position */
257 283
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; 284 gen_sp_armour = 10;
272 p->last_speed = -1; 285 last_speed = -1;
273 p->shoottype = range_none; 286 shoottype = range_none;
274 p->bowtype = bow_normal; 287 bowtype = bow_normal;
275 p->petmode = pet_normal; 288 petmode = pet_normal;
276 p->listening = 10; 289 listening = 10;
277 p->usekeys = containers; 290 usekeys = containers;
278 p->last_weapon_sp = -1; 291 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 292 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 293 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);
288 294
289 /* we need to clear these to -1 and not zero - otherwise, 295 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 296 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 297 * send new values to the client, as things like exp start
292 * at zero. 298 * at zero.
293 */ 299 */
294 for (i = 0; i < NUM_SKILLS; i++) 300 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 301 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 302
298 }
299 for (i = 0; i < NROFATTACKS; i++) 303 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 304 last_resist[i] = -1;
302 } 305
303 p->last_stats.exp = -1; 306 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 307 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 308}
310 309
311/* This loads the first map an puts the player on it. */ 310player::~player ()
312static void
313set_first_map (object *op)
314{ 311{
315 strcpy (op->contr->maplevel, first_map_path); 312 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
321/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
323 * mode. 352 * mode.
324 */ 353 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 354player *
355player::create ()
356{
357 player *pl = new player;
330 358
331 p = get_player (NULL); 359 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);
343 360
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; 361 return pl;
351} 362}
352 363
353/* 364/*
354 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
364 { 375 {
365 if (at == NULL || at->next == NULL) 376 if (at == NULL || at->next == NULL)
366 at = first_archetype; 377 at = first_archetype;
367 else 378 else
368 at = at->next; 379 at = at->next;
380
369 if (at->clone.type == PLAYER) 381 if (at->clone.type == PLAYER)
370 return at; 382 return at;
383
371 if (at == start) 384 if (at == start)
372 { 385 {
373 LOG (llevError, "No Player archetypes\n"); 386 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 387 exit (-1);
375 } 388 }
376 } 389 }
377} 390}
378
379 391
380object * 392object *
381get_nearest_player (object *mon) 393get_nearest_player (object *mon)
382{ 394{
383 object *op = NULL; 395 object *op = NULL;
460 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 474 * is probably not a good thing.
463 */ 475 */
464#define MAX_SPACES 50 476#define MAX_SPACES 50
465
466 477
467/* 478/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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) 500path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 501{
491 rv_vector rv; 502 rv_vector rv;
492 sint16 x, y; 503 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 505 maptile *m, *lastmap;
495 506
496 get_rangevector (mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
497 508
498 if (rv.distance < mindiff) 509 if (rv.distance < mindiff)
499 return 0; 510 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 654 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 655 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 656 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 657 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 658 {
648 remove_ob (op); 659 op->destroy ();
649 free_object (op);
650 continue; 660 continue;
651 } 661 }
652 } 662 }
653 663
654 /* This really needs to be better - we should really give 664 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 675 if (tmp->type == op->type && tmp->name == op->name)
666 break; 676 break;
667 677
668 if (tmp) 678 if (tmp)
669 { 679 {
670 remove_ob (op); 680 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 681 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 682 continue;
674 } 683 }
684
675 if (op->nrof > 1) 685 if (op->nrof > 1)
676 op->nrof = 1; 686 op->nrof = 1;
677 } 687 }
678 688
679 if (op->type == SPELLBOOK && op->inv) 689 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 701 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 702 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 703 }
694 if (op->type == SPELL) 704 if (op->type == SPELL)
695 { 705 {
696 remove_ob (op); 706 op->destroy ();
697 free_object (op);
698 continue; 707 continue;
699 } 708 }
700 else if (op->type == SKILL) 709 else if (op->type == SKILL)
701 { 710 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 711 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 720 /* Need to set up the skill pointers */
712 link_player_skills (pl); 721 link_player_skills (pl);
713} 722}
714 723
715void 724void
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) 725get_party_password (object *op, partylist *party)
800{ 726{
801 if (party == NULL) 727 if (party == NULL)
802 { 728 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 730 return;
805 } 731 }
732
806 op->contr->write_buf[0] = '\0'; 733 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 737}
811
812 738
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 740static int
815roll_stat (void) 741roll_stat (void)
816{ 742{
817 int a[4], i, j, k; 743 int a[4], i, j, k;
818 744
819 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 749 if (a[i] < k)
824 k = a[i], j = i; 750 k = a[i], j = i;
825 751
826 for (i = 0, k = 0; i < 4; i++) 752 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 753 if (i != j)
829 k += a[i]; 754 k += a[i];
830 } 755
831 return k; 756 return k;
832} 757}
833 758
834void 759void
835roll_stats (object *op) 760object::roll_stats ()
836{ 761{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 762 int statsort [7];
840 763
841 do 764 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 } 765 {
852 while (sum < 82 || sum > 116); 766 int sum = 0;
767 for (int i = 7; i--; )
768 sum += statsort [i] = roll_stat ();
853 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
854 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 775 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;
862 776
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]; 777 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
887 784
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; 785 stats.exp = 0;
899 op->stats.ac = 0; 786 stats.ac = 0;
900 787
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; 788 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
909 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
910} 800}
911 801
912void 802void
913Roll_Again (object *op) 803object::swap_stats (int a, int b)
914{ 804{
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); 805 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)); 806 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); 807 set_attr_value (&contr->orig_stats, b, tmp);
939 808
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; 809 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 810 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 811 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 812 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 813 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 814 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 815 stats.Cha = contr->orig_stats.Cha;
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 819 stats.ac = 0;
950 820
951 op->level = 1; 821 level = 1;
952 op->stats.exp = 0; 822 stats.exp = 0;
953 op->stats.ac = 0; 823 stats.ac = 0;
954 824
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; 825 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
963 op->contr->orig_stats = op->stats; 835 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 { 836 }
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} 837}
1041 838
1042/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
1046 * not the class. 843 * not the class.
1047 */ 844 */
1048
1049int 845int
1050key_change_class (object *op, char key) 846key_change_class (object *op, char key)
1051{ 847{
1052 int tmp_loop; 848 int tmp_loop;
1053 849
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') 850 if (key == 'd' || key == 'D')
1061 { 851 {
1062 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
1063 853
1064 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 855 esrv_new_player (op->contr, op->weight + op->carrying);
856
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 857 treasurelist *tl = find_treasurelist ("starting_wealth");
858 if (tl)
859 create_treasure (tl, op, 0, 0, 0);
1067 860
1068 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
1070 863
1071 op->contr->state = ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
1072 865
1073 if (op->msg) 866 if (op->msg)
1074 op->msg = NULL; 867 op->msg = NULL;
1075 868
1076 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
1085 start_info (op); 878 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 880 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 881 link_player_skills (op);
1089 esrv_send_inventory (op, op); 882 esrv_send_inventory (op, op);
1090 fix_player (op); 883 op->update_stats ();
1091 884
1092 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1093 * is one for this race 886 * is one for this race
1094 */ 887 */
1095 if (*first_map_ext_path) 888 if (*first_map_ext_path)
1096 { 889 {
1097 object *tmp; 890 object *tmp;
1098 char mapname[MAX_BUF]; 891 char mapname[MAX_BUF];
1099 892
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 894 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 895 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 896 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 897 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 898 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 899 * if the map isn't there, then stay on the
1107 * default initial map */ 900 * default initial map */
1108 free_object (tmp); 901 tmp->destroy ();
1109 } 902 }
1110 else 903 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 904 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 905
1114 return 0; 906 return 0;
1115 } 907 }
1116 908
1117 /* Following actually changes the race - this is the default command 909 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 910 * if we don't match with one of the options above.
1122 while (!tmp_loop) 914 while (!tmp_loop)
1123 { 915 {
1124 shstr name = op->name; 916 shstr name = op->name;
1125 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
1126 918
1127 remove_statbonus (op); 919 op->remove_statbonus ();
1128 remove_ob (op); 920 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 921 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 922 op->arch->clone.copy_to (op);
1131 op->instantiate (); 923 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 925 op->name = op->name_pl = name;
1134 op->x = x; 926 op->x = x;
1135 op->y = y; 927 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 929 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 930 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 931 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 932 tmp_loop = allowed_class (op);
1141 } 933 }
1142 934
1143 update_object (op, UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 936 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 937 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 940 op->stats.grace = 0;
1149 941
1150 if (op->msg) 942 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 944
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 945 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; 946 return 0;
1155} 947}
1156 948
1157int 949int
1158key_confirm_quit (object *op, char key) 950key_confirm_quit (object *op, char key)
1159{ 951{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 953 {
1164 op->contr->state = ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 956 return 1;
1167 } 957 }
1168 958
1169 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 964 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 966
1177 strcpy (op->contr->killer, "quit"); 967 strcpy (op->contr->killer, "quit");
1178 check_score (op); 968 check_score (op);
1179 op->contr->party = NULL; 969 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 970 op->contr->own_title[0] = '\0';
1182 971
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 972 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 973
974 delete ob->contr;
975
1187 /* We need to hunt for any per player unique maps in memory and 976 /* 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, 977 * 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 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 979 */
980 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 982
1193 { 983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1194 next = mp->next; 985 next = mp->next;
986
1195 if (!strncmp (mp->path, buf, strlen (buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 988 delete_map (mp);
1197 } 989 }
1198 990
1199 delete_character (op->name, 1); 991 delete_character (ob->name, 1);
1200 }
1201 992
1202 play_again (op);
1203 return 1; 993 return 1;
1204} 994}
1205 995
1206void 996void
1207flee_player (object *op) 997flee_player (object *op)
1238 { 1028 {
1239 op->enemy = NULL; 1029 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1031 return;
1242 } 1032 }
1033
1243 get_rangevector (op, op->enemy, &rv, 0); 1034 get_rangevector (op, op->enemy, &rv, 0);
1244 1035
1245 dir = absdir (4 + rv.direction); 1036 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1037 for (diff = 0; diff < 3; diff++)
1247 { 1038 {
1248 int m = 1 - (RANDOM () & 2); 1039 int m = 1 - (RANDOM () & 2);
1249 1040
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1042 return;
1253 }
1254 } 1043 }
1044
1255 /* Cornered, get rid of scared */ 1045 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1047 op->enemy = NULL;
1258} 1048}
1259 1049
1264 */ 1054 */
1265int 1055int
1266check_pick (object *op) 1056check_pick (object *op)
1267{ 1057{
1268 object *tmp, *next; 1058 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1059 int stop = 0;
1271 int j, k, wvratio; 1060 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1061 char putstring[128], tmpstr[16];
1273 1062
1274
1275 /* if you're flying, you cna't pick up anything */ 1063 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1064 if (op->move_type & MOVE_FLYING)
1277 return 1; 1065 return 1;
1278 1066
1279 op_tag = op->count;
1280
1281 next = op->below; 1067 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1068
1285 /* loop while there are items on the floor that are not marked as 1069 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1070 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1071 while (next && !next->destroyed ())
1288 { 1072 {
1289 tmp = next; 1073 tmp = next;
1290 next = tmp->below; 1074 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1075
1294 if (was_destroyed (op, op_tag)) 1076 if (op->destroyed ())
1295 return 0; 1077 return 0;
1296 1078
1297 if (!can_pick (op, tmp)) 1079 if (!can_pick (op, tmp))
1298 continue; 1080 continue;
1299 1081
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1137 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1142 }
1143
1389 /* philosophy: 1144 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1145 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1146 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1147 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1148 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1149 * example.
1395 * The drawback: right now it has no frontend, so you need to 1150 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1151 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1152 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1186 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1187 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1188 if (tmp->type == FOOD)
1434 { 1189 {
1435 pick_up (op, tmp); 1190 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1191 continue;
1439 } 1192 }
1193
1440 if (op->contr->mode & PU_DRINK) 1194 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1196 {
1443 pick_up (op, tmp); 1197 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1198 continue;
1447 } 1199 }
1448 1200
1449 if (op->contr->mode & PU_POTION) 1201 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1202 if (tmp->type == POTION)
1451 { 1203 {
1452 pick_up (op, tmp); 1204 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1205 continue;
1456 } 1206 }
1457 1207
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1208 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1209 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1210 if (tmp->type == SPELLBOOK)
1461 { 1211 {
1462 pick_up (op, tmp); 1212 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1213 continue;
1466 } 1214 }
1215
1467 if (op->contr->mode & PU_SKILLSCROLL) 1216 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1217 if (tmp->type == SKILLSCROLL)
1469 { 1218 {
1470 pick_up (op, tmp); 1219 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1220 continue;
1474 } 1221 }
1222
1475 if (op->contr->mode & PU_READABLES) 1223 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1224 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1225 {
1478 pick_up (op, tmp); 1226 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1227 continue;
1482 } 1228 }
1483 1229
1484 /* wands/staves/rods/horns */ 1230 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1231 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1233 {
1488 pick_up (op, tmp); 1234 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1235 continue;
1492 } 1236 }
1493 1237
1494 /* pick up all magical items */ 1238 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1239 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1240 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1241 {
1498 pick_up (op, tmp); 1242 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1243 continue;
1502 } 1244 }
1503 1245
1504 if (op->contr->mode & PU_VALUABLES) 1246 if (op->contr->mode & PU_VALUABLES)
1505 { 1247 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1248 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1249 {
1508 pick_up (op, tmp); 1250 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1251 continue;
1512 } 1252 }
1513 } 1253 }
1514 1254
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1255 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1256 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1257 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1258 {
1519 pick_up (op, tmp); 1259 pick_up (op, tmp);
1260 continue;
1520 if (0) 1261 }
1521 fprintf (stderr, "JEWELS\n"); 1262
1263 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH)
1266 {
1267 pick_up (op, tmp);
1522 continue; 1268 continue;
1523 } 1269 }
1524 1270
1525 /* bows and arrows. Bows are good for selling! */ 1271 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1272 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1273 if (tmp->type == BOW)
1528 { 1274 {
1529 pick_up (op, tmp); 1275 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1276 continue;
1533 } 1277 }
1278
1534 if (op->contr->mode & PU_ARROW) 1279 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1280 if (tmp->type == ARROW)
1536 { 1281 {
1537 pick_up (op, tmp); 1282 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1283 continue;
1541 } 1284 }
1542 1285
1543 /* all kinds of armor etc. */ 1286 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1287 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1288 if (tmp->type == ARMOUR)
1546 { 1289 {
1547 pick_up (op, tmp); 1290 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1291 continue;
1551 } 1292 }
1293
1552 if (op->contr->mode & PU_HELMET) 1294 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1295 if (tmp->type == HELMET)
1554 { 1296 {
1555 pick_up (op, tmp); 1297 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1298 continue;
1559 } 1299 }
1300
1560 if (op->contr->mode & PU_SHIELD) 1301 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1302 if (tmp->type == SHIELD)
1562 { 1303 {
1563 pick_up (op, tmp); 1304 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1305 continue;
1567 } 1306 }
1307
1568 if (op->contr->mode & PU_BOOTS) 1308 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1309 if (tmp->type == BOOTS)
1570 { 1310 {
1571 pick_up (op, tmp); 1311 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1312 continue;
1575 } 1313 }
1314
1576 if (op->contr->mode & PU_GLOVES) 1315 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1316 if (tmp->type == GLOVES)
1578 { 1317 {
1579 pick_up (op, tmp); 1318 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1319 continue;
1583 } 1320 }
1321
1584 if (op->contr->mode & PU_CLOAK) 1322 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1323 if (tmp->type == CLOAK)
1586 { 1324 {
1587 pick_up (op, tmp); 1325 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1326 continue;
1591 } 1327 }
1592 1328
1593 /* hoping to catch throwing daggers here */ 1329 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1330 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1332 {
1597 pick_up (op, tmp); 1333 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1334 continue;
1601 } 1335 }
1602 1336
1603 /* careful: chairs and tables are weapons! */ 1337 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1338 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1341 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1344 {
1611 pick_up (op, tmp); 1345 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1346 continue;
1615 } 1347 }
1616 } 1348 }
1349
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1350 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1351 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1353 {
1621 pick_up (op, tmp); 1354 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1355 continue;
1625 } 1356 }
1626 } 1357 }
1627 } 1358 }
1628 1359
1629 /* misc stuff that's useful */ 1360 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1361 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1363 {
1633 pick_up (op, tmp); 1364 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1365 continue;
1637 } 1366 }
1638 1367
1639 /* any of the last 4 bits set means we use the ratio for value 1368 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1369 * pickups */
1662 continue; 1391 continue;
1663 } 1392 }
1664 } 1393 }
1665 } /* the new pickup model */ 1394 } /* the new pickup model */
1666 } 1395 }
1396
1667 return !stop; 1397 return !stop;
1668} 1398}
1669 1399
1670/* 1400/*
1671 * Find an arrow in the inventory and after that 1401 * Find an arrow in the inventory and after that
1770 1500
1771object * 1501object *
1772pick_arrow_target (object *op, const char *type, int dir) 1502pick_arrow_target (object *op, const char *type, int dir)
1773{ 1503{
1774 object *tmp = NULL; 1504 object *tmp = NULL;
1775 mapstruct *m; 1505 maptile *m;
1776 int i, mflags, found, number; 1506 int i, mflags, found, number;
1777 sint16 x, y; 1507 sint16 x, y;
1778 1508
1779 if (op->map == NULL) 1509 if (op->map == NULL)
1780 return find_arrow (op, type); 1510 return find_arrow (op, type);
1840 */ 1570 */
1841int 1571int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1572fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1573{
1844 object *left, *bow; 1574 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1575 int bowspeed, mflags;
1847 mapstruct *m; 1576 maptile *m;
1848 1577
1849 if (!dir) 1578 if (!dir)
1850 { 1579 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1581 return 0;
1853 } 1582 }
1583
1854 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1585 bow = op->contr->ranges[range_bow];
1856 else 1586 else
1857 { 1587 {
1858 for (bow = op->inv; bow; bow = bow->below) 1588 for (bow = op->inv; bow; bow = bow->below)
1866 { 1596 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1598 return 0;
1869 } 1599 }
1870 } 1600 }
1601
1871 if (!bow->race || !bow->skill) 1602 if (!bow->race || !bow->skill)
1872 { 1603 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1605 return 0;
1875 } 1606 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1609
1879 /* penalize ROF for bestarrow */ 1610 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1882 if (bowspeed < 1) 1614 if (bowspeed < 1)
1883 bowspeed = 1; 1615 bowspeed = 1;
1884 1616
1885 if (arrow == NULL) 1617 if (arrow == NULL)
1886 { 1618 {
1892 else 1624 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1625 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1626 return 0;
1895 } 1627 }
1896 } 1628 }
1629
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1631 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1632 return 0;
1901 } 1633
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1634 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1635 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1636 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1637 return 0;
1906 } 1638 }
1907 1639
1908 /* this should not happen, but sometimes does */ 1640 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1641 if (arrow->nrof == 0)
1910 { 1642 {
1911 remove_ob (arrow); 1643 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1644 return 0;
1914 } 1645 }
1915 1646
1916 left = arrow; /* these are arrows left to the player */ 1647 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1648 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1649 if (!arrow)
1920 { 1650 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1652 return 0;
1923 } 1653 }
1924 set_owner (arrow, op); 1654
1655 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1656 arrow->skill = bow->skill;
1926 1657
1927 arrow->direction = dir; 1658 arrow->direction = dir;
1928 arrow->x = sx; 1659 arrow->x = sx;
1929 arrow->y = sy; 1660 arrow->y = sy;
1930 1661
1931 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1932 { 1663 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1665 op->update_stats ();
1935 } 1666 }
1936 1667
1937 SET_ANIMATION (arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1671 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1672 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1673 arrow->spellarg = strdup (arrow->slaying);
1943 1674
1944 /* Note that this was different for monsters - they got their level 1675 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1676 * added to the damage. I think the strength bonus is more proper.
1946 */ 1677 */
1947 1678
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1696 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1697 }
1967 else 1698 else
1968 { 1699 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1701 arrow->level = op->level;
1972 } 1702 }
1703
1973 if (arrow->attacktype == AT_PHYSICAL) 1704 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1705 arrow->attacktype |= bow->attacktype;
1706
1975 if (bow->slaying != NULL) 1707 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1708 arrow->slaying = bow->slaying;
1977 1709
1978 arrow->map = m; 1710 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1711 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1713
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1714 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); 1715 insert_ob_in_map (arrow, m, op, 0);
1985 1716
1986 if (!was_destroyed (arrow, tag)) 1717 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1718 move_arrow (arrow);
1988 1719
1989 if (op->type == PLAYER) 1720 if (op->type == PLAYER)
1990 { 1721 {
1991 if (was_destroyed (left, left_tag)) 1722 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1723 esrv_del_item (op->contr, left->count);
1993 else 1724 else
1994 esrv_send_item (op, left); 1725 esrv_send_item (op, left);
1995 } 1726 }
1727
1996 return 1; 1728 return 1;
1997} 1729}
1998 1730
1999/* Special fire code for players - this takes into 1731/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1732 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1828 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1829 item->face = item->arch->clone.face;
2098 item->speed = 0; 1830 item->speed = 0;
2099 update_ob_speed (item); 1831 update_ob_speed (item);
2100 } 1832 }
2101 if ((tmp = is_player_inv (item))) 1833 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1834 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1835 }
2104 } 1836 }
2105 else if (item->type == ROD || item->type == HORN) 1837 else if (item->type == ROD || item->type == HORN)
2106 { 1838 {
2136 case range_misc: 1868 case range_misc:
2137 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2138 return; 1870 return;
2139 1871
2140 case range_golem: /* Control summoned monsters from scrolls */ 1872 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) 1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1874 {
2143 op->contr->ranges[range_golem] = NULL; 1875 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1876 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1877 }
2147 else 1878 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1879 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1880 return;
2150 1881
2257 * 0 otherwise 1988 * 0 otherwise
2258 */ 1989 */
2259static int 1990static int
2260player_attack_door (object *op, object *door) 1991player_attack_door (object *op, object *door)
2261{ 1992{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1993 /* 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 - 1994 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1995 * otherwise, we fall through to the rest of the code.
2266 */ 1996 */
2267 object *key = find_key (op, op, door); 1997 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2035 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2036 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2037 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2038 * going to try and move (not fire weapons).
2309 */ 2039 */
2310
2311void 2040void
2312move_player_attack (object *op, int dir) 2041move_player_attack (object *op, int dir)
2313{ 2042{
2314 object *tmp, *mon; 2043 object *tmp, *mon;
2315 sint16 nx, ny; 2044 sint16 nx, ny;
2316 int on_battleground; 2045 int on_battleground;
2317 mapstruct *m; 2046 maptile *m;
2318 2047
2319 nx = freearr_x[dir] + op->x; 2048 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2049 ny = freearr_y[dir] + op->y;
2321 2050
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2051 on_battleground = op_on_battleground (op, 0, 0);
2323 2052
2324 /* If braced, or can't move to the square, and it is not out of the 2053 /* 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 2054 * 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 2055 * 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 2056 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2068 return; /* Don't think this should happen */
2340 } 2069 }
2341 else 2070 else
2342 m = op->map; 2071 m = op->map;
2343 2072
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2074 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2076 return;
2348 } 2077 }
2349 2078
2350 mon = NULL; 2079 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2080 /* 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. 2081 * 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 2082 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2083 * on the space
2355 */ 2084 */
2356 while (tmp != NULL) 2085 while (tmp)
2357 { 2086 {
2358 if (tmp == op) 2087 if (tmp == op)
2359 { 2088 {
2360 tmp = tmp->above; 2089 tmp = tmp->above;
2361 continue; 2090 continue;
2362 } 2091 }
2092
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2094 {
2365 mon = tmp; 2095 mon = tmp;
2366 break; 2096 break;
2367 } 2097 }
2098
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2100 mon = tmp;
2101
2370 tmp = tmp->above; 2102 tmp = tmp->above;
2371 } 2103 }
2372 2104
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2105 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2106 return; /* into a wall */
2375 2107
2376 if (mon->head != NULL) 2108 if (mon->head)
2377 mon = mon->head; 2109 mon = mon->head;
2378 2110
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2112 if (player_attack_door (op, mon))
2381 return; 2113 return;
2393 * player owns it and it is either friendly or unagressive. 2125 * player owns it and it is either friendly or unagressive.
2394 */ 2126 */
2395 if ((op->type == PLAYER) 2127 if ((op->type == PLAYER)
2396#if COZY_SERVER 2128#if COZY_SERVER
2397 && 2129 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2130 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2132#else
2401 && get_owner (mon) == op 2133 && mon->owner == op
2402#endif 2134#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2136 {
2405 /* If we're braced, we don't want to switch places with it */ 2137 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2138 if (op->contr->braced)
2418 * attack them either. 2150 * attack them either.
2419 */ 2151 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2152 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2154#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2155 (op->contr->peaceful
2424 || (mon->type == PLAYER 2156 || (mon->type == PLAYER
2425 && mon->contr-> 2157 && mon->contr->
2426 peaceful)) && 2158 peaceful)) &&
2427#else 2159#else
2428 op->contr->peaceful && 2160 op->contr->peaceful &&
2429#endif 2161#endif
2430 !on_battleground)) 2162 !on_battleground))
2431 { 2163 {
2432 if (!op->contr->braced) 2164 if (!op->contr->braced)
2433 { 2165 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2167 (void) push_ob (mon, dir, op);
2436 } 2168 }
2437 else 2169 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2170 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2171
2441 if (op->contr->tmp_invis || op->hide) 2172 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2173 make_visible (op);
2443 } 2174 }
2444 2175
2445 /* If the object is a boulder or other rollable object, then 2176 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2204 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2205
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2207 }
2477 2208
2478 skill_attack (mon, op, 0, NULL, NULL); 2209 skill_attack (mon, op, 0, 0, 0);
2479 2210
2480 /* If attacking another player, that player gets automatic 2211 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2212 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2213 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2214 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2217 {
2487 short luck = mon->stats.luck; 2218 short luck = mon->stats.luck;
2488 2219
2489 mon->contr->has_hit = 1; 2220 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2221 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2222 mon->stats.luck = luck;
2492 } 2223 }
2224
2493 if (action_makes_visible (op)) 2225 if (action_makes_visible (op))
2494 make_visible (op); 2226 make_visible (op);
2495 } 2227 }
2496 } /* if player should attack something */ 2228 } /* if player should attack something */
2497} 2229}
2532 2264
2533 /* Add special check for newcs players and fire on - this way, the 2265 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2266 * server can handle repeat firing.
2535 */ 2267 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2268 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2269 op->direction = dir;
2539 }
2540 else 2270 else
2541 {
2542 op->direction = 0; 2271 op->direction = 0;
2543 } 2272
2544 /* Update how the player looks. Use the facing, so direction may 2273 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2274 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2275 * for players.
2547 */ 2276 */
2548 animate_object (op, op->facing); 2277 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2322 /* 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 2323 * 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 2324 * 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. 2325 * put this in a a workaround to clean up the golem pointer.
2597 */ 2326 */
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))) 2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2328 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2329
2605 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2332 * called, so we recheck it here.
2608 */ 2333 */
2609 HandleClient (&op->contr->socket, op->contr); 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2610 if (op->speed_left < 0) 2338 if (op->speed_left < 0)
2611 return 0; 2339 return 0;
2612 2340
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2342 {
2623 if (op->speed_left > 0) 2351 if (op->speed_left > 0)
2624 return 1; 2352 return 1;
2625 else 2353 else
2626 return 0; 2354 return 0;
2627 } 2355 }
2356
2628 return 0; 2357 return 0;
2629} 2358}
2630 2359
2631int 2360int
2632save_life (object *op) 2361save_life (object *op)
2633{ 2362{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2363 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2364 return 0;
2638 2365
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2366 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2368 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2369 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)); 2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371
2644 if (op->contr) 2372 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2373 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2374
2647 free_object (tmp); 2375 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2376 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377
2649 if (op->stats.hp < 0) 2378 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2379 op->stats.hp = op->stats.maxhp;
2380
2651 if (op->stats.food < 0) 2381 if (op->stats.food < 0)
2652 op->stats.food = 999; 2382 op->stats.food = 999;
2653 fix_player (op); 2383
2384 op->update_stats ();
2654 return 1; 2385 return 1;
2655 } 2386 }
2387
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2390 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2391 return 0;
2660} 2392}
2674 next = op->below; /* Make sure we have a good value, in case 2406 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2407 * we remove object 'op'
2676 */ 2408 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2410 {
2679 remove_ob (op); 2411 op->remove ();
2680 op->x = env->x; 2412 op->x = env->x;
2681 op->y = env->y; 2413 op->y = env->y;
2682 if (env->type == PLAYER) 2414 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2416 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2417 }
2686 else if (op->inv) 2418 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2419 remove_unpaid_objects (op->inv, env);
2420
2688 op = next; 2421 op = next;
2689 } 2422 }
2690} 2423}
2691
2692 2424
2693/* 2425/*
2694 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2439 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2440 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2442 else
2711 sprintf (buf, "%s\n", &op->name); 2443 sprintf (buf, "%s\n", &op->name);
2444
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2446 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2447 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2449 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2453 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2721 { 2455 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2458 strcat (buf2, buf);
2725 } 2459 }
2460
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2463 strcat (buf2, buf);
2464
2729 return buf2; 2465 return buf2;
2730} 2466}
2731
2732
2733 2467
2734void 2468void
2735do_some_living (object *op) 2469do_some_living (object *op)
2736{ 2470{
2737 int last_food = op->stats.food; 2471 int last_food = op->stats.food;
2746 const int max_grace = 1; 2480 const int max_grace = 1;
2747 2481
2748 if (op->contr->outputs_sync) 2482 if (op->contr->outputs_sync)
2749 { 2483 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2484 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) 2485 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]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2487 }
2754 2488
2755 if (op->contr->state == ST_PLAYING) 2489 if (op->contr->ns->state == ST_PLAYING)
2756 { 2490 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2493 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2495 else
2763 { 2496 {
2764 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2499 }
2500
2767 if (op->contr->gen_sp >= 0) 2501 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2503 else
2770 { 2504 {
2771 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2507 }
2508
2774 if (op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2511 else
2777 { 2512 {
2778 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2531 op->stats.food = last_food;
2797 } 2532 }
2798 } 2533 }
2534
2799 if (max_sp > 1) 2535 if (max_sp > 1)
2800 { 2536 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2537 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2538 if (over_sp > 0)
2803 { 2539 {
2804 if (op->stats.sp < op->stats.maxsp) 2540 if (op->stats.sp < op->stats.maxsp)
2805 { 2541 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2545 op->stats.sp--;
2546
2809 if (op->stats.sp > op->stats.maxsp) 2547 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2548 op->stats.sp = op->stats.maxsp;
2811 } 2549 }
2812 op->last_sp = 0; 2550 op->last_sp = 0;
2813 } 2551 }
2814 else 2552 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2554 }
2819 else 2555 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2557 }
2824 2558
2825 /* Regenerate Grace */ 2559 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2561 if (--op->last_grace < 0)
2828 { 2562 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2563 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2831 if (max_grace > 1) 2566 if (max_grace > 1)
2832 { 2567 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2569 if (over_grace > 0)
2835 { 2570 {
2863 op->stats.food += op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2600 op->stats.food = last_food;
2866 } 2601 }
2867 } 2602 }
2603
2868 if (max_hp > 1) 2604 if (max_hp > 1)
2869 { 2605 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2607 if (over_hp > 0)
2872 { 2608 {
2896 2632
2897 if (op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2635 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2901 /* dms do not consume food */ 2638 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2640 op->stats.food--;
2904 } 2641 }
2905 }
2906 2642
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2644 {
2909 object *tmp, *flesh = NULL; 2645 object *tmp, *flesh = 0;
2910 2646
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2648 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2650 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2654 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2656 break;
2921 } 2657 }
2922 else if (tmp->type == FLESH) 2658 else if (tmp->type == FLESH)
2923 flesh = tmp; 2659 flesh = tmp;
2924 } /* End if paid for object */ 2660 } /* End if paid for object */
2925 } /* end of for loop */ 2661 } /* end of for loop */
2662
2926 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2664 * eat flesh instead.
2928 */ 2665 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2667 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2669 manual_apply (op, flesh, 0);
2933 } 2670 }
2934 } /* end if player is starving */ 2671 }
2935 2672
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2938 2675
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2677 kill_player (op);
2678 }
2941} 2679}
2942
2943
2944 2680
2945/* If the player should die (lack of hp, food, etc), we call this. 2681/* 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 2682 * 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 2683 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2684 * file.
2952{ 2688{
2953 char buf[MAX_BUF]; 2689 char buf[MAX_BUF];
2954 int x, y; 2690 int x, y;
2955 2691
2956 //int i; 2692 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2693 maptile *map; /* this is for resurrection */
2958 2694
2959 /* int z; 2695 /* int z;
2960 int num_stats_lose; 2696 int num_stats_lose;
2961 int lost_a_stat; 2697 int lost_a_stat;
2962 int lose_this_stat; 2698 int lose_this_stat;
2981 /* restore player */ 2717 /* restore player */
2982 at = archetype::find ("poisoning"); 2718 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2719 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2720 if (tmp)
2985 { 2721 {
2986 remove_ob (tmp); 2722 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2724 }
2990 2725
2991 at = archetype::find ("confusion"); 2726 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2727 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2728 if (tmp)
2994 { 2729 {
2995 remove_ob (tmp); 2730 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2732 }
2999 2733
3000 cure_disease (op, 0); /* remove any disease */ 2734 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2791 x = op->x;
3058 y = op->y; 2792 y = op->y;
3059 map = op->map; 2793 map = op->map;
3060 2794
3061 2795
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2797 * 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. 2798 * See the config.h file for a little more in depth detail about this.
3067 */ 2799 */
3068 2800
3069 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2803 * of death.
3072 */ 2804 */
3073#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2806 if (settings.balanced_stat_loss)
3075 { 2807 {
3076 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2810 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2813 little bit harder. */
3082 /* GD */ 2814 /* GD */
3083 if (settings.stat_loss_on_death) 2815 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2816 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2817 else
3089 { 2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 }
2820 else
2821 {
3090 num_stats_lose = 1; 2822 num_stats_lose = 1;
3091 } 2823 }
3092 lost_a_stat = 0; 2824 lost_a_stat = 0;
3093 2825
3094 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3095 { 2827 {
3096 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3097 2829
3098 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3099 { 2831 {
3100 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2833 * what he lost.
3102 */ 2834 */
3103 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3109 } 2853 }
3110 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3111 { 2856 {
3112 /* deplete a stat */ 2857 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3114 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3115 2860 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2861 {
3119 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3121 } 2864
3122 lose_this_stat = 1; 2865 /* 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) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2871 {
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; 2872 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2874 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 } 2875 }
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 */ 2876 else
3164 if (this_stat >= -50)
3165 { 2877 {
3166 change_attr_value (&(dep->stats), i, -1); 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2883 }
3172 } 2884 }
3173 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3174 } 2904 }
2905 }
2906 }
3175 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2908 if (!lost_a_stat)
3177 { 2909 {
3178 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3181 2913
3182 if (god && (strcmp (god, "none"))) 2914 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); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2916 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2918 }
2919#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2921#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 2922
3190 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2924 * exp loss on the stone.
3192 */ 2925 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2928 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2930 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); 2931 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; 2932 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2935
3203 /**************************************/ 2936 /**************************************/
3204 /* */ 2937 /* */
3205 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3208 /* */ 2941 /* */
3209
3210 /**************************************/ 2942 /**************************************/
3211 2943
3212 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2945 /* restore player */
3214 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
2948
3216 if (tmp) 2949 if (tmp)
3217 { 2950 {
3218 remove_ob (tmp); 2951 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2953 }
3222 2954
3223 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2957 if (tmp)
3226 { 2958 {
3227 remove_ob (tmp); 2959 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2961 }
2962
3231 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3232 2964
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3236 op->stats.food = 900; 2968 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2972
3241 /* 2973 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2976 * in the map.
3245 */ 2977 */
3246 2978
3247 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3249 2981
3250 /****************************************/ 2982 /****************************************/
3251 /* */ 2983 /* */
3252 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3254 /* */ 2986 /* */
3255
3256 /****************************************/ 2987 /****************************************/
3257 2988
3258 enter_player_savebed (op); 2989 enter_player_savebed (op);
3259 2990
3260 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 2992 * chance of abuse.
3262 */ 2993 */
3263 op->contr->braced = 0; 2994 op->contr->braced = 0;
3264 save_player (op, 1); 2995 op->contr->save ();
3265 2996
3266 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3000 * on the space that might harm the player.
3270 */ 3001 */
3271 will_kill_again = 0; 3002 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3276 } 3006
3277 if (will_kill_again) 3007 if (will_kill_again)
3278 { 3008 {
3279 object *force; 3009 object *force;
3280 int at; 3010 int at;
3281 3011
3282 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3014 force->speed = 0.1;
3285 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3019 force->resist[at] = 100;
3291 } 3020
3292 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3293 fix_player (op); 3022 op->update_stats ();
3294 3023
3295 } 3024 }
3296 3025
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 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} 3027}
3366
3367 3028
3368void 3029void
3369loot_object (object *op) 3030loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3372 3033
3373 if (op->container) 3034 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3036
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3379 { 3038 {
3380 next = tmp->below; 3039 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3382 continue; 3042 continue;
3383 remove_ob (tmp); 3043
3044 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3047 { /* empty container to ground */
3387 loot_object (tmp); 3048 loot_object (tmp);
3388 } 3049 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3051 {
3391 if (tmp->nrof > 1) 3052 if (tmp->nrof > 1)
3392 { 3053 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3055 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3056 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3057 }
3397 else 3058 else
3398 free_object (tmp); 3059 tmp->destroy ();
3399 } 3060 }
3400 else 3061 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3062 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3063 }
3403} 3064}
3409 */ 3070 */
3410 3071
3411void 3072void
3412fix_weight (void) 3073fix_weight (void)
3413{ 3074{
3414 player *pl;
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next) 3075 for (player *pl = first_player; pl; pl = pl->next)
3417 { 3076 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3078
3420 if (old == sum) 3079 if (old == sum)
3421 continue; 3080 continue;
3422 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3083 }
3425} 3084}
3426 3085
3427void 3086void
3428fix_luck (void) 3087fix_luck (void)
3429{ 3088{
3430 player *pl;
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3433 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3435} 3092}
3436
3437 3093
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3441 */ 3097 */
3442
3443void 3098void
3444cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3445{ 3100{
3446 object *skop, *spob; 3101 object *skop, *spob;
3447 3102
3468 if (op->type == PLAYER) 3123 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3124 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3125
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3126 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3127
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3128 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3129}
3477 3130
3478void 3131void
3479make_visible (object *op) 3132make_visible (object *op)
3480{ 3133{
3494 object *tmp = NULL; 3147 object *tmp = NULL;
3495 3148
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3150 return 1;
3498 3151
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; 3152 return 0;
3505} 3153}
3506 3154
3507/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3596int 3244int
3597stand_near_hostile (object *who) 3245stand_near_hostile (object *who)
3598{ 3246{
3599 object *tmp = NULL; 3247 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3248 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3249 maptile *m;
3602 sint16 x, y; 3250 sint16 x, y;
3603 3251
3604 if (!who) 3252 if (!who)
3605 return 0; 3253 return 0;
3606 3254
3623 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3624 continue; 3272 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3274 continue;
3627 3275
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3277 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3279 return 1;
3632 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3633 { 3281 {
3687 3335
3688 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3338 * for any meaningful values.
3691 */ 3339 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3343 return 1;
3696 op = op->more; 3344 op = op->more;
3697 } 3345 }
3698 return 0; 3346 return 0;
3699} 3347}
3885 { 3533 {
3886 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3535 object *skin;
3888 3536
3889 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 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); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3891 if (skin == NULL) 3542 if (!skin)
3892 return; 3543 return;
3893 3544
3894 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3547 {

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