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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 1.61 by root, Sat Dec 23 13:56:25 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 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 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} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 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 */ 136 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); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 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); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192 166 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} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 171void
202 */ 172player::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{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 206 */
241 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
242 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
243 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 274 * we deal with that below this point.
245 */ 275 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 279
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
257 281
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
272 p->last_speed = -1; 283 last_speed = -1;
273 p->shoottype = range_none; 284 shoottype = range_none;
274 p->bowtype = bow_normal; 285 bowtype = bow_normal;
275 p->petmode = pet_normal; 286 petmode = pet_normal;
276 p->listening = 10; 287 listening = 10;
277 p->usekeys = containers; 288 usekeys = containers;
278 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 291 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 292
289 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
292 * at zero. 296 * at zero.
293 */ 297 */
294 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 300
298 }
299 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 302 last_resist[i] = -1;
302 } 303
303 p->last_stats.exp = -1; 304 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 306}
310 307
311/* This loads the first map an puts the player on it. */ 308player::~player ()
312static void
313set_first_map (object *op)
314{ 309{
315 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
321/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
323 * mode. 350 * mode.
324 */ 351 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
330 356
331 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob);
343 358
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 359 return pl;
351} 360}
352 361
353/* 362/*
354 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
364 { 373 {
365 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
366 at = first_archetype; 375 at = first_archetype;
367 else 376 else
368 at = at->next; 377 at = at->next;
378
369 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
370 return at; 380 return at;
381
371 if (at == start) 382 if (at == start)
372 { 383 {
373 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 385 exit (-1);
375 } 386 }
376 } 387 }
377} 388}
378 389
379
380object * 390object *
381get_nearest_player (object *mon) 391get_nearest_player (object *mon)
382{ 392{
383 object *op = NULL; 393 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 394 objectlink *ol;
386 unsigned lastdist; 395 unsigned lastdist;
387 rv_vector rv; 396 rv_vector rv;
388 397
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 430 {
422 op = ol->ob; 431 op = ol->ob;
423 lastdist = rv.distance; 432 lastdist = rv.distance;
424 } 433 }
425 } 434 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 435
427 { 436 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 437 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 438 if (lastdist > rv.distance)
432 { 439 {
433 op = pl->ob; 440 op = pl->ob;
434 lastdist = rv.distance; 441 lastdist = rv.distance;
435 } 442 }
436 } 443
437 }
438#if 0 444#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 446#endif
441 return op; 447 return op;
442} 448}
460 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 468 * is probably not a good thing.
463 */ 469 */
464#define MAX_SPACES 50 470#define MAX_SPACES 50
465
466 471
467/* 472/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * 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) 494path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 495{
491 rv_vector rv; 496 rv_vector rv;
492 sint16 x, y; 497 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 498 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 499 maptile *m, *lastmap;
495 500
496 get_rangevector (mon, pl, &rv, 0); 501 get_rangevector (mon, pl, &rv, 0);
497 502
498 if (rv.distance < mindiff) 503 if (rv.distance < mindiff)
499 return 0; 504 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 648 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 649 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 650 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 651 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 652 {
648 remove_ob (op); 653 op->destroy ();
649 free_object (op);
650 continue; 654 continue;
651 } 655 }
652 } 656 }
653 657
654 /* This really needs to be better - we should really give 658 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 669 if (tmp->type == op->type && tmp->name == op->name)
666 break; 670 break;
667 671
668 if (tmp) 672 if (tmp)
669 { 673 {
670 remove_ob (op); 674 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 676 continue;
674 } 677 }
678
675 if (op->nrof > 1) 679 if (op->nrof > 1)
676 op->nrof = 1; 680 op->nrof = 1;
677 } 681 }
678 682
679 if (op->type == SPELLBOOK && op->inv) 683 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 695 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 696 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 697 }
694 if (op->type == SPELL) 698 if (op->type == SPELL)
695 { 699 {
696 remove_ob (op); 700 op->destroy ();
697 free_object (op);
698 continue; 701 continue;
699 } 702 }
700 else if (op->type == SKILL) 703 else if (op->type == SKILL)
701 { 704 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
712 link_player_skills (pl); 715 link_player_skills (pl);
713} 716}
714 717
715void 718void
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) 719get_party_password (object *op, partylist *party)
800{ 720{
801 if (party == NULL) 721 if (party == NULL)
802 { 722 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 724 return;
805 } 725 }
726
806 op->contr->write_buf[0] = '\0'; 727 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 731}
811
812 732
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 734static int
815roll_stat (void) 735roll_stat (void)
816{ 736{
817 int a[4], i, j, k; 737 int a[4], i, j, k;
818 738
819 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 743 if (a[i] < k)
824 k = a[i], j = i; 744 k = a[i], j = i;
825 745
826 for (i = 0, k = 0; i < 4; i++) 746 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 747 if (i != j)
829 k += a[i]; 748 k += a[i];
830 } 749
831 return k; 750 return k;
832} 751}
833 752
834void 753void
835roll_stats (object *op) 754object::roll_stats ()
836{ 755{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 756 int statsort [7];
840 757
841 do 758 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 } 759 {
852 while (sum < 82 || sum > 116); 760 int sum = 0;
761 for (int i = 7; i--; )
762 sum += statsort [i] = roll_stat ();
853 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
854 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 769 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;
862 770
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]; 771 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
887 778
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; 779 stats.exp = 0;
899 op->stats.ac = 0; 780 stats.ac = 0;
900 781
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; 782 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 783 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
788 contr->levhp[1] = 9;
789 contr->levsp[1] = 6;
790 contr->levgrace[1] = 3;
791
909 op->contr->orig_stats = op->stats; 792 contr->orig_stats = stats;
793 }
910} 794}
911 795
912void 796void
913Roll_Again (object *op) 797object::swap_stats (int a, int b)
914{ 798{
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); 799 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)); 800 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); 801 set_attr_value (&contr->orig_stats, b, tmp);
939 802
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; 803 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 804 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 805 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 806 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 807 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 808 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 809 stats.Cha = contr->orig_stats.Cha;
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 813 stats.ac = 0;
950 814
951 op->level = 1; 815 level = 1;
952 op->stats.exp = 0; 816 stats.exp = 0;
953 op->stats.ac = 0; 817 stats.ac = 0;
954 818
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; 819 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
963 op->contr->orig_stats = op->stats; 829 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 { 830 }
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} 831}
1041 832
1042/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
1046 * not the class. 837 * not the class.
1047 */ 838 */
1048
1049int 839int
1050key_change_class (object *op, char key) 840key_change_class (object *op, char key)
1051{ 841{
1052 int tmp_loop; 842 int tmp_loop;
1053 843
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') 844 if (key == 'd' || key == 'D')
1061 { 845 {
1062 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
1063 847
1064 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 849 esrv_new_player (op->contr, op->weight + op->carrying);
850
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 851 treasurelist *tl = find_treasurelist ("starting_wealth");
852 if (tl)
853 create_treasure (tl, op, 0, 0, 0);
1067 854
1068 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, op->contr);
1070 857
1071 op->contr->state = ST_PLAYING; 858 op->contr->ns->state = ST_PLAYING;
1072 859
1073 if (op->msg) 860 if (op->msg)
1074 op->msg = NULL; 861 op->msg = NULL;
1075 862
1076 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
1085 start_info (op); 872 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 874 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 875 link_player_skills (op);
1089 esrv_send_inventory (op, op); 876 esrv_send_inventory (op, op);
1090 fix_player (op); 877 op->update_stats ();
1091 878
1092 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1093 * is one for this race 880 * is one for this race
1094 */ 881 */
1095 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1096 { 883 {
1097 object *tmp; 884 object *tmp;
1098 char mapname[MAX_BUF]; 885 char mapname[MAX_BUF];
1099 886
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 888 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 889 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 890 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 891 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 892 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1107 * default initial map */ 894 * default initial map */
1108 free_object (tmp); 895 tmp->destroy ();
1109 } 896 }
1110 else 897 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 899
1114 return 0; 900 return 0;
1115 } 901 }
1116 902
1117 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
1122 while (!tmp_loop) 908 while (!tmp_loop)
1123 { 909 {
1124 shstr name = op->name; 910 shstr name = op->name;
1125 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
1126 912
1127 remove_statbonus (op); 913 op->remove_statbonus ();
1128 remove_ob (op); 914 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 915 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 916 op->arch->clone.copy_to (op);
1131 op->instantiate (); 917 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 919 op->name = op->name_pl = name;
1134 op->x = x; 920 op->x = x;
1135 op->y = y; 921 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 923 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 924 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 925 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 926 tmp_loop = allowed_class (op);
1141 } 927 }
1142 928
1143 update_object (op, UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 930 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 931 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 934 op->stats.grace = 0;
1149 935
1150 if (op->msg) 936 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 937 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 938
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 939 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; 940 return 0;
1155} 941}
1156 942
1157int 943int
1158key_confirm_quit (object *op, char key) 944key_confirm_quit (object *op, char key)
1159{ 945{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 947 {
1164 op->contr->state = ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 950 return 1;
1167 } 951 }
1168 952
1169 INVOKE_PLAYER (LOGOUT, op->contr); 953 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 958 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 960
1177 strcpy (op->contr->killer, "quit"); 961 strcpy (op->contr->killer, "quit");
1178 check_score (op); 962 check_score (op);
1179 op->contr->party = NULL; 963 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 964 op->contr->own_title[0] = '\0';
1182 965
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 966 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 967
968 delete ob->contr;
969
1187 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 973 */
974 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 976
1193 { 977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1194 next = mp->next; 979 next = mp->next;
980
1195 if (!strncmp (mp->path, buf, strlen (buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 982 delete_map (mp);
1197 } 983 }
1198 984
1199 delete_character (op->name, 1); 985 delete_character (ob->name, 1);
1200 }
1201 986
1202 play_again (op);
1203 return 1; 987 return 1;
1204} 988}
1205 989
1206void 990void
1207flee_player (object *op) 991flee_player (object *op)
1238 { 1022 {
1239 op->enemy = NULL; 1023 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1025 return;
1242 } 1026 }
1027
1243 get_rangevector (op, op->enemy, &rv, 0); 1028 get_rangevector (op, op->enemy, &rv, 0);
1244 1029
1245 dir = absdir (4 + rv.direction); 1030 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1031 for (diff = 0; diff < 3; diff++)
1247 { 1032 {
1248 int m = 1 - (RANDOM () & 2); 1033 int m = 1 - (RANDOM () & 2);
1249 1034
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1035 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1036 return;
1253 }
1254 } 1037 }
1038
1255 /* Cornered, get rid of scared */ 1039 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1041 op->enemy = NULL;
1258} 1042}
1259 1043
1264 */ 1048 */
1265int 1049int
1266check_pick (object *op) 1050check_pick (object *op)
1267{ 1051{
1268 object *tmp, *next; 1052 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1053 int stop = 0;
1271 int j, k, wvratio; 1054 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1055 char putstring[128], tmpstr[16];
1273 1056
1274
1275 /* if you're flying, you cna't pick up anything */ 1057 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1058 if (op->move_type & MOVE_FLYING)
1277 return 1; 1059 return 1;
1278 1060
1279 op_tag = op->count;
1280
1281 next = op->below; 1061 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1062
1285 /* loop while there are items on the floor that are not marked as 1063 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1064 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1065 while (next && !next->destroyed ())
1288 { 1066 {
1289 tmp = next; 1067 tmp = next;
1290 next = tmp->below; 1068 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1069
1294 if (was_destroyed (op, op_tag)) 1070 if (op->destroyed ())
1295 return 0; 1071 return 0;
1296 1072
1297 if (!can_pick (op, tmp)) 1073 if (!can_pick (op, tmp))
1298 continue; 1074 continue;
1299 1075
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1129 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)))); 1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1131 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 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)))); 1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1135 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 } 1136 }
1137
1389 /* philosophy: 1138 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1139 * 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 1140 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1141 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1142 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1143 * example.
1395 * The drawback: right now it has no frontend, so you need to 1144 * 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 1145 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1146 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1180 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1181 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1182 if (tmp->type == FOOD)
1434 { 1183 {
1435 pick_up (op, tmp); 1184 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1185 continue;
1439 } 1186 }
1187
1440 if (op->contr->mode & PU_DRINK) 1188 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1189 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1190 {
1443 pick_up (op, tmp); 1191 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1192 continue;
1447 } 1193 }
1448 1194
1449 if (op->contr->mode & PU_POTION) 1195 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1196 if (tmp->type == POTION)
1451 { 1197 {
1452 pick_up (op, tmp); 1198 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1199 continue;
1456 } 1200 }
1457 1201
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1202 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1203 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1204 if (tmp->type == SPELLBOOK)
1461 { 1205 {
1462 pick_up (op, tmp); 1206 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1207 continue;
1466 } 1208 }
1209
1467 if (op->contr->mode & PU_SKILLSCROLL) 1210 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1211 if (tmp->type == SKILLSCROLL)
1469 { 1212 {
1470 pick_up (op, tmp); 1213 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1214 continue;
1474 } 1215 }
1216
1475 if (op->contr->mode & PU_READABLES) 1217 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1218 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1219 {
1478 pick_up (op, tmp); 1220 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1221 continue;
1482 } 1222 }
1483 1223
1484 /* wands/staves/rods/horns */ 1224 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1225 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1226 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1227 {
1488 pick_up (op, tmp); 1228 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1229 continue;
1492 } 1230 }
1493 1231
1494 /* pick up all magical items */ 1232 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1233 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1234 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1235 {
1498 pick_up (op, tmp); 1236 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1237 continue;
1502 } 1238 }
1503 1239
1504 if (op->contr->mode & PU_VALUABLES) 1240 if (op->contr->mode & PU_VALUABLES)
1505 { 1241 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1242 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1243 {
1508 pick_up (op, tmp); 1244 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1245 continue;
1512 } 1246 }
1513 } 1247 }
1514 1248
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1249 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1250 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1251 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1252 {
1519 pick_up (op, tmp); 1253 pick_up (op, tmp);
1254 continue;
1520 if (0) 1255 }
1521 fprintf (stderr, "JEWELS\n"); 1256
1257 /* we don't forget dragon food */
1258 if (op->contr->mode & PU_FLESH)
1259 if (tmp->type == FLESH)
1260 {
1261 pick_up (op, tmp);
1522 continue; 1262 continue;
1523 } 1263 }
1524 1264
1525 /* bows and arrows. Bows are good for selling! */ 1265 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1266 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1267 if (tmp->type == BOW)
1528 { 1268 {
1529 pick_up (op, tmp); 1269 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1270 continue;
1533 } 1271 }
1272
1534 if (op->contr->mode & PU_ARROW) 1273 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1274 if (tmp->type == ARROW)
1536 { 1275 {
1537 pick_up (op, tmp); 1276 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1277 continue;
1541 } 1278 }
1542 1279
1543 /* all kinds of armor etc. */ 1280 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1281 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1282 if (tmp->type == ARMOUR)
1546 { 1283 {
1547 pick_up (op, tmp); 1284 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1285 continue;
1551 } 1286 }
1287
1552 if (op->contr->mode & PU_HELMET) 1288 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1289 if (tmp->type == HELMET)
1554 { 1290 {
1555 pick_up (op, tmp); 1291 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1292 continue;
1559 } 1293 }
1294
1560 if (op->contr->mode & PU_SHIELD) 1295 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1296 if (tmp->type == SHIELD)
1562 { 1297 {
1563 pick_up (op, tmp); 1298 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1299 continue;
1567 } 1300 }
1301
1568 if (op->contr->mode & PU_BOOTS) 1302 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1303 if (tmp->type == BOOTS)
1570 { 1304 {
1571 pick_up (op, tmp); 1305 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1306 continue;
1575 } 1307 }
1308
1576 if (op->contr->mode & PU_GLOVES) 1309 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1310 if (tmp->type == GLOVES)
1578 { 1311 {
1579 pick_up (op, tmp); 1312 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1313 continue;
1583 } 1314 }
1315
1584 if (op->contr->mode & PU_CLOAK) 1316 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1317 if (tmp->type == CLOAK)
1586 { 1318 {
1587 pick_up (op, tmp); 1319 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1320 continue;
1591 } 1321 }
1592 1322
1593 /* hoping to catch throwing daggers here */ 1323 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1324 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1325 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1326 {
1597 pick_up (op, tmp); 1327 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1328 continue;
1601 } 1329 }
1602 1330
1603 /* careful: chairs and tables are weapons! */ 1331 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1332 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1335 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1338 {
1611 pick_up (op, tmp); 1339 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1340 continue;
1615 } 1341 }
1616 } 1342 }
1343
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1344 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1345 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1347 {
1621 pick_up (op, tmp); 1348 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1349 continue;
1625 } 1350 }
1626 } 1351 }
1627 } 1352 }
1628 1353
1629 /* misc stuff that's useful */ 1354 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1355 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1356 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1357 {
1633 pick_up (op, tmp); 1358 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1359 continue;
1637 } 1360 }
1638 1361
1639 /* any of the last 4 bits set means we use the ratio for value 1362 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1363 * pickups */
1662 continue; 1385 continue;
1663 } 1386 }
1664 } 1387 }
1665 } /* the new pickup model */ 1388 } /* the new pickup model */
1666 } 1389 }
1390
1667 return !stop; 1391 return !stop;
1668} 1392}
1669 1393
1670/* 1394/*
1671 * Find an arrow in the inventory and after that 1395 * Find an arrow in the inventory and after that
1770 1494
1771object * 1495object *
1772pick_arrow_target (object *op, const char *type, int dir) 1496pick_arrow_target (object *op, const char *type, int dir)
1773{ 1497{
1774 object *tmp = NULL; 1498 object *tmp = NULL;
1775 mapstruct *m; 1499 maptile *m;
1776 int i, mflags, found, number; 1500 int i, mflags, found, number;
1777 sint16 x, y; 1501 sint16 x, y;
1778 1502
1779 if (op->map == NULL) 1503 if (op->map == NULL)
1780 return find_arrow (op, type); 1504 return find_arrow (op, type);
1840 */ 1564 */
1841int 1565int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1566fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1567{
1844 object *left, *bow; 1568 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1569 int bowspeed, mflags;
1847 mapstruct *m; 1570 maptile *m;
1848 1571
1849 if (!dir) 1572 if (!dir)
1850 { 1573 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1575 return 0;
1853 } 1576 }
1577
1854 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1579 bow = op->contr->ranges[range_bow];
1856 else 1580 else
1857 { 1581 {
1858 for (bow = op->inv; bow; bow = bow->below) 1582 for (bow = op->inv; bow; bow = bow->below)
1866 { 1590 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1592 return 0;
1869 } 1593 }
1870 } 1594 }
1595
1871 if (!bow->race || !bow->skill) 1596 if (!bow->race || !bow->skill)
1872 { 1597 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1599 return 0;
1875 } 1600 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1603
1879 /* penalize ROF for bestarrow */ 1604 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1882 if (bowspeed < 1) 1608 if (bowspeed < 1)
1883 bowspeed = 1; 1609 bowspeed = 1;
1884 1610
1885 if (arrow == NULL) 1611 if (arrow == NULL)
1886 { 1612 {
1892 else 1618 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1619 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1620 return 0;
1895 } 1621 }
1896 } 1622 }
1623
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1625 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1626 return 0;
1901 } 1627
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1628 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1629 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1630 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1631 return 0;
1906 } 1632 }
1907 1633
1908 /* this should not happen, but sometimes does */ 1634 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1635 if (arrow->nrof == 0)
1910 { 1636 {
1911 remove_ob (arrow); 1637 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1638 return 0;
1914 } 1639 }
1915 1640
1916 left = arrow; /* these are arrows left to the player */ 1641 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1642 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1643 if (!arrow)
1920 { 1644 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1646 return 0;
1923 } 1647 }
1924 set_owner (arrow, op); 1648
1649 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1650 arrow->skill = bow->skill;
1926 1651
1927 arrow->direction = dir; 1652 arrow->direction = dir;
1928 arrow->x = sx; 1653 arrow->x = sx;
1929 arrow->y = sy; 1654 arrow->y = sy;
1930 1655
1931 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1932 { 1657 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1659 op->update_stats ();
1935 } 1660 }
1936 1661
1937 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1943 1668
1944 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1946 */ 1671 */
1947 1672
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1691 }
1967 else 1692 else
1968 { 1693 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1695 arrow->level = op->level;
1972 } 1696 }
1697
1973 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1700
1975 if (bow->slaying != NULL) 1701 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1977 1703
1978 arrow->map = m; 1704 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1705 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1707
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1708 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); 1709 insert_ob_in_map (arrow, m, op, 0);
1985 1710
1986 if (!was_destroyed (arrow, tag)) 1711 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1712 move_arrow (arrow);
1988 1713
1989 if (op->type == PLAYER) 1714 if (op->type == PLAYER)
1990 { 1715 {
1991 if (was_destroyed (left, left_tag)) 1716 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1717 esrv_del_item (op->contr, left->count);
1993 else 1718 else
1994 esrv_send_item (op, left); 1719 esrv_send_item (op, left);
1995 } 1720 }
1721
1996 return 1; 1722 return 1;
1997} 1723}
1998 1724
1999/* Special fire code for players - this takes into 1725/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1726 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2098 item->speed = 0; 1824 item->speed = 0;
2099 update_ob_speed (item); 1825 update_ob_speed (item);
2100 } 1826 }
2101 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1829 }
2104 } 1830 }
2105 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2106 { 1832 {
2136 case range_misc: 1862 case range_misc:
2137 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
2138 return; 1864 return;
2139 1865
2140 case range_golem: /* Control summoned monsters from scrolls */ 1866 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) 1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1868 {
2143 op->contr->ranges[range_golem] = NULL; 1869 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1870 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1871 }
2147 else 1872 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1873 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1874 return;
2150 1875
2257 * 0 otherwise 1982 * 0 otherwise
2258 */ 1983 */
2259static int 1984static int
2260player_attack_door (object *op, object *door) 1985player_attack_door (object *op, object *door)
2261{ 1986{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1987 /* 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 - 1988 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1989 * otherwise, we fall through to the rest of the code.
2266 */ 1990 */
2267 object *key = find_key (op, op, door); 1991 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2309 */ 2033 */
2310
2311void 2034void
2312move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2313{ 2036{
2314 object *tmp, *mon; 2037 object *tmp, *mon;
2315 sint16 nx, ny; 2038 sint16 nx, ny;
2316 int on_battleground; 2039 int on_battleground;
2317 mapstruct *m; 2040 maptile *m;
2318 2041
2319 nx = freearr_x[dir] + op->x; 2042 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2043 ny = freearr_y[dir] + op->y;
2321 2044
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2323 2046
2324 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2340 } 2063 }
2341 else 2064 else
2342 m = op->map; 2065 m = op->map;
2343 2066
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2068 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2070 return;
2348 } 2071 }
2349 2072
2350 mon = NULL; 2073 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2074 /* 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. 2075 * 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 2076 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2077 * on the space
2355 */ 2078 */
2356 while (tmp != NULL) 2079 while (tmp)
2357 { 2080 {
2358 if (tmp == op) 2081 if (tmp == op)
2359 { 2082 {
2360 tmp = tmp->above; 2083 tmp = tmp->above;
2361 continue; 2084 continue;
2362 } 2085 }
2086
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2088 {
2365 mon = tmp; 2089 mon = tmp;
2366 break; 2090 break;
2367 } 2091 }
2092
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2094 mon = tmp;
2095
2370 tmp = tmp->above; 2096 tmp = tmp->above;
2371 } 2097 }
2372 2098
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2099 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2100 return; /* into a wall */
2375 2101
2376 if (mon->head != NULL) 2102 if (mon->head)
2377 mon = mon->head; 2103 mon = mon->head;
2378 2104
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2106 if (player_attack_door (op, mon))
2381 return; 2107 return;
2393 * player owns it and it is either friendly or unagressive. 2119 * player owns it and it is either friendly or unagressive.
2394 */ 2120 */
2395 if ((op->type == PLAYER) 2121 if ((op->type == PLAYER)
2396#if COZY_SERVER 2122#if COZY_SERVER
2397 && 2123 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2124 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2126#else
2401 && get_owner (mon) == op 2127 && mon->owner == op
2402#endif 2128#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2130 {
2405 /* If we're braced, we don't want to switch places with it */ 2131 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2132 if (op->contr->braced)
2418 * attack them either. 2144 * attack them either.
2419 */ 2145 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2146 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2148#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2149 (op->contr->peaceful
2424 || (mon->type == PLAYER 2150 || (mon->type == PLAYER
2425 && mon->contr-> 2151 && mon->contr->
2426 peaceful)) && 2152 peaceful)) &&
2427#else 2153#else
2428 op->contr->peaceful && 2154 op->contr->peaceful &&
2429#endif 2155#endif
2430 !on_battleground)) 2156 !on_battleground))
2431 { 2157 {
2432 if (!op->contr->braced) 2158 if (!op->contr->braced)
2433 { 2159 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2161 (void) push_ob (mon, dir, op);
2436 } 2162 }
2437 else 2163 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2164 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2165
2441 if (op->contr->tmp_invis || op->hide) 2166 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2167 make_visible (op);
2443 } 2168 }
2444 2169
2445 /* If the object is a boulder or other rollable object, then 2170 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2198 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2199
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2201 }
2477 2202
2478 skill_attack (mon, op, 0, NULL, NULL); 2203 skill_attack (mon, op, 0, 0, 0);
2479 2204
2480 /* If attacking another player, that player gets automatic 2205 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2206 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2207 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2208 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2211 {
2487 short luck = mon->stats.luck; 2212 short luck = mon->stats.luck;
2488 2213
2489 mon->contr->has_hit = 1; 2214 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2215 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2216 mon->stats.luck = luck;
2492 } 2217 }
2218
2493 if (action_makes_visible (op)) 2219 if (action_makes_visible (op))
2494 make_visible (op); 2220 make_visible (op);
2495 } 2221 }
2496 } /* if player should attack something */ 2222 } /* if player should attack something */
2497} 2223}
2532 2258
2533 /* Add special check for newcs players and fire on - this way, the 2259 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2260 * server can handle repeat firing.
2535 */ 2261 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2262 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2263 op->direction = dir;
2539 }
2540 else 2264 else
2541 {
2542 op->direction = 0; 2265 op->direction = 0;
2543 } 2266
2544 /* Update how the player looks. Use the facing, so direction may 2267 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2268 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2269 * for players.
2547 */ 2270 */
2548 animate_object (op, op->facing); 2271 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2316 /* 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 2317 * 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 2318 * 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. 2319 * put this in a a workaround to clean up the golem pointer.
2597 */ 2320 */
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))) 2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2322 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2323
2605 /* call this here - we also will call this in do_ericserver, but 2324 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2325 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2326 * called, so we recheck it here.
2608 */ 2327 */
2609 HandleClient (&op->contr->socket, op->contr); 2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2610 if (op->speed_left < 0) 2332 if (op->speed_left < 0)
2611 return 0; 2333 return 0;
2612 2334
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2335 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2336 {
2623 if (op->speed_left > 0) 2345 if (op->speed_left > 0)
2624 return 1; 2346 return 1;
2625 else 2347 else
2626 return 0; 2348 return 0;
2627 } 2349 }
2350
2628 return 0; 2351 return 0;
2629} 2352}
2630 2353
2631int 2354int
2632save_life (object *op) 2355save_life (object *op)
2633{ 2356{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2357 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2358 return 0;
2638 2359
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2362 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2363 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)); 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365
2644 if (op->contr) 2366 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2367 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2368
2647 free_object (tmp); 2369 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2370 CLEAR_FLAG (op, FLAG_LIFESAVE);
2371
2649 if (op->stats.hp < 0) 2372 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2373 op->stats.hp = op->stats.maxhp;
2374
2651 if (op->stats.food < 0) 2375 if (op->stats.food < 0)
2652 op->stats.food = 999; 2376 op->stats.food = 999;
2653 fix_player (op); 2377
2378 op->update_stats ();
2654 return 1; 2379 return 1;
2655 } 2380 }
2381
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2384 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2385 return 0;
2660} 2386}
2674 next = op->below; /* Make sure we have a good value, in case 2400 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2401 * we remove object 'op'
2676 */ 2402 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2403 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2404 {
2679 remove_ob (op); 2405 op->remove ();
2680 op->x = env->x; 2406 op->x = env->x;
2681 op->y = env->y; 2407 op->y = env->y;
2682 if (env->type == PLAYER) 2408 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2409 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2410 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2411 }
2686 else if (op->inv) 2412 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2413 remove_unpaid_objects (op->inv, env);
2414
2688 op = next; 2415 op = next;
2689 } 2416 }
2690} 2417}
2691
2692 2418
2693/* 2419/*
2694 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2433 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2435 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2436 else
2711 sprintf (buf, "%s\n", &op->name); 2437 sprintf (buf, "%s\n", &op->name);
2438
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2439 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2440 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2442 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2443 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2444 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2447 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2721 { 2449 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2450 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2451 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2452 strcat (buf2, buf);
2725 } 2453 }
2454
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2455 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2457 strcat (buf2, buf);
2458
2729 return buf2; 2459 return buf2;
2730} 2460}
2731
2732
2733 2461
2734void 2462void
2735do_some_living (object *op) 2463do_some_living (object *op)
2736{ 2464{
2737 int last_food = op->stats.food; 2465 int last_food = op->stats.food;
2746 const int max_grace = 1; 2474 const int max_grace = 1;
2747 2475
2748 if (op->contr->outputs_sync) 2476 if (op->contr->outputs_sync)
2749 { 2477 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2478 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) 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2481 }
2754 2482
2755 if (op->contr->state == ST_PLAYING) 2483 if (op->contr->ns->state == ST_PLAYING)
2756 { 2484 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2487 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2489 else
2763 { 2490 {
2764 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2493 }
2494
2767 if (op->contr->gen_sp >= 0) 2495 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2497 else
2770 { 2498 {
2771 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2501 }
2502
2774 if (op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2505 else
2777 { 2506 {
2778 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2525 op->stats.food = last_food;
2797 } 2526 }
2798 } 2527 }
2528
2799 if (max_sp > 1) 2529 if (max_sp > 1)
2800 { 2530 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2531 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2532 if (over_sp > 0)
2803 { 2533 {
2804 if (op->stats.sp < op->stats.maxsp) 2534 if (op->stats.sp < op->stats.maxsp)
2805 { 2535 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2539 op->stats.sp--;
2540
2809 if (op->stats.sp > op->stats.maxsp) 2541 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2542 op->stats.sp = op->stats.maxsp;
2811 } 2543 }
2812 op->last_sp = 0; 2544 op->last_sp = 0;
2813 } 2545 }
2814 else 2546 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2548 }
2819 else 2549 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2551 }
2824 2552
2825 /* Regenerate Grace */ 2553 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2555 if (--op->last_grace < 0)
2828 { 2556 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2557 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2558 op->stats.grace++; /* no penalty in food for regaining grace */
2559
2831 if (max_grace > 1) 2560 if (max_grace > 1)
2832 { 2561 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2563 if (over_grace > 0)
2835 { 2564 {
2863 op->stats.food += op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2593 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2594 op->stats.food = last_food;
2866 } 2595 }
2867 } 2596 }
2597
2868 if (max_hp > 1) 2598 if (max_hp > 1)
2869 { 2599 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2601 if (over_hp > 0)
2872 { 2602 {
2896 2626
2897 if (op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2629 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2901 /* dms do not consume food */ 2632 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2634 op->stats.food--;
2904 } 2635 }
2905 }
2906 2636
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2638 {
2909 object *tmp, *flesh = NULL; 2639 object *tmp, *flesh = 0;
2910 2640
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2642 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2644 {
2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2648 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2650 break;
2921 } 2651 }
2922 else if (tmp->type == FLESH) 2652 else if (tmp->type == FLESH)
2923 flesh = tmp; 2653 flesh = tmp;
2924 } /* End if paid for object */ 2654 } /* End if paid for object */
2925 } /* end of for loop */ 2655 } /* end of for loop */
2656
2926 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2658 * eat flesh instead.
2928 */ 2659 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2661 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2663 manual_apply (op, flesh, 0);
2933 } 2664 }
2934 } /* end if player is starving */ 2665 }
2935 2666
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2938 2669
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2671 kill_player (op);
2672 }
2941} 2673}
2942
2943
2944 2674
2945/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2678 * file.
2952{ 2682{
2953 char buf[MAX_BUF]; 2683 char buf[MAX_BUF];
2954 int x, y; 2684 int x, y;
2955 2685
2956 //int i; 2686 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2687 maptile *map; /* this is for resurrection */
2958 2688
2959 /* int z; 2689 /* int z;
2960 int num_stats_lose; 2690 int num_stats_lose;
2961 int lost_a_stat; 2691 int lost_a_stat;
2962 int lose_this_stat; 2692 int lose_this_stat;
2981 /* restore player */ 2711 /* restore player */
2982 at = archetype::find ("poisoning"); 2712 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2713 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2714 if (tmp)
2985 { 2715 {
2986 remove_ob (tmp); 2716 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2718 }
2990 2719
2991 at = archetype::find ("confusion"); 2720 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2721 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2722 if (tmp)
2994 { 2723 {
2995 remove_ob (tmp); 2724 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2726 }
2999 2727
3000 cure_disease (op, 0); /* remove any disease */ 2728 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2729 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2785 x = op->x;
3058 y = op->y; 2786 y = op->y;
3059 map = op->map; 2787 map = op->map;
3060 2788
3061 2789
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
3067 */ 2793 */
3068 2794
3069 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2797 * of death.
3072 */ 2798 */
3073#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2800 if (settings.balanced_stat_loss)
3075 { 2801 {
3076 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2804 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2807 little bit harder. */
3082 /* GD */ 2808 /* GD */
3083 if (settings.stat_loss_on_death) 2809 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2810 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2811 else
3089 { 2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 }
2814 else
2815 {
3090 num_stats_lose = 1; 2816 num_stats_lose = 1;
3091 } 2817 }
3092 lost_a_stat = 0; 2818 lost_a_stat = 0;
3093 2819
3094 for (z = 0; z < num_stats_lose; z++) 2820 for (z = 0; z < num_stats_lose; z++)
3095 { 2821 {
3096 i = RANDOM () % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
3097 2823
3098 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3099 { 2825 {
3100 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2827 * what he lost.
3102 */ 2828 */
3103 change_attr_value (&(op->stats), i, -1); 2829 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2830 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2834 lost_a_stat = 1;
2835 }
2836 else
2837 {
2838 /* deplete a stat */
2839 archetype *deparch = archetype::find ("depletion");
2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2844 {
2845 dep = arch_to_object (deparch);
2846 insert_ob_in_ob (dep, op);
3109 } 2847 }
3110 else 2848 lose_this_stat = 1;
2849 if (settings.balanced_stat_loss)
3111 { 2850 {
3112 /* deplete a stat */ 2851 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2852 /* Get the stat that we're about to deplete. */
3114 object *dep; 2853 this_stat = get_attr_value (&(dep->stats), i);
3115 2854 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2855 {
3119 dep = arch_to_object (deparch); 2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2857 int keep_chance = this_stat * this_stat;
3121 } 2858
3122 lose_this_stat = 1; 2859 /* 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) 2860 if (keep_chance < 1)
2861 keep_chance = 1;
2862
2863 /* There is a maximum depletion total per level. */
2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2865 {
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; 2866 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2867 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2868 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 } 2869 }
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 */ 2870 else
3164 if (this_stat >= -50)
3165 { 2871 {
3166 change_attr_value (&(dep->stats), i, -1); 2872 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; 2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2877 }
3172 } 2878 }
3173 } 2879 }
2880
2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2884 /* We could try to do something clever like find another
2885 * stat to reduce if this fails. But chances are, if
2886 * stats have been depleted to -50, all are pretty low
2887 * and should be roughly the same, so it shouldn't make a
2888 * difference.
2889 */
2890 if (this_stat >= -50)
2891 {
2892 change_attr_value (&(dep->stats), i, -1);
2893 SET_FLAG (dep, FLAG_APPLIED);
2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2895 op->update_stats ();
2896 lost_a_stat = 1;
2897 }
3174 } 2898 }
2899 }
2900 }
3175 /* If no stat lost, tell the player. */ 2901 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2902 if (!lost_a_stat)
3177 { 2903 {
3178 /* determine_god() seems to not work sometimes... why is this? 2904 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2905 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2906 const char *god = determine_god (op);
3181 2907
3182 if (god && (strcmp (god, "none"))) 2908 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); 2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2910 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2912 }
2913#else
2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2915#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 2916
3190 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2918 * exp loss on the stone.
3192 */ 2919 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2922 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2924 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); 2925 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; 2926 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2927 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2929
3203 /**************************************/ 2930 /**************************************/
3204 /* */ 2931 /* */
3205 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
3208 /* */ 2935 /* */
3209
3210 /**************************************/ 2936 /**************************************/
3211 2937
3212 /* remove any poisoning and confusion the character may be suffering. */ 2938 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2939 /* restore player */
3214 at = archetype::find ("poisoning"); 2940 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2942
3216 if (tmp) 2943 if (tmp)
3217 { 2944 {
3218 remove_ob (tmp); 2945 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2947 }
3222 2948
3223 at = archetype::find ("confusion"); 2949 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2950 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2951 if (tmp)
3226 { 2952 {
3227 remove_ob (tmp); 2953 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2955 }
2956
3231 cure_disease (op, 0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
3232 2958
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2960 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2961 if (op->stats.food < 100)
3236 op->stats.food = 900; 2962 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2966
3241 /* 2967 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2970 * in the map.
3245 */ 2971 */
3246 2972
3247 if (is_in_shop (op)) 2973 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
3249 2975
3250 /****************************************/ 2976 /****************************************/
3251 /* */ 2977 /* */
3252 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
3254 /* */ 2980 /* */
3255
3256 /****************************************/ 2981 /****************************************/
3257 2982
3258 enter_player_savebed (op); 2983 enter_player_savebed (op);
3259 2984
3260 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 2986 * chance of abuse.
3262 */ 2987 */
3263 op->contr->braced = 0; 2988 op->contr->braced = 0;
3264 save_player (op, 1); 2989 op->contr->save ();
3265 2990
3266 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2994 * on the space that might harm the player.
3270 */ 2995 */
3271 will_kill_again = 0; 2996 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
3276 } 3000
3277 if (will_kill_again) 3001 if (will_kill_again)
3278 { 3002 {
3279 object *force; 3003 object *force;
3280 int at; 3004 int at;
3281 3005
3282 force = get_archetype (FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3008 force->speed = 0.1;
3285 force->speed_left = -5.0; 3009 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3011 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3013 force->resist[at] = 100;
3291 } 3014
3292 insert_ob_in_ob (force, op); 3015 insert_ob_in_ob (force, op);
3293 fix_player (op); 3016 op->update_stats ();
3294 3017
3295 } 3018 }
3296 3019
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3020 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} 3021}
3366
3367 3022
3368void 3023void
3369loot_object (object *op) 3024loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3025{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3026 object *tmp, *tmp2, *next;
3372 3027
3373 if (op->container) 3028 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3029 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3030
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3031 for (tmp = op->inv; tmp; tmp = next)
3379 { 3032 {
3380 next = tmp->below; 3033 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3034
3035 if (tmp->invisible)
3382 continue; 3036 continue;
3383 remove_ob (tmp); 3037
3038 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3039 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3040 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3041 { /* empty container to ground */
3387 loot_object (tmp); 3042 loot_object (tmp);
3388 } 3043 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3045 {
3391 if (tmp->nrof > 1) 3046 if (tmp->nrof > 1)
3392 { 3047 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3049 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3050 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3051 }
3397 else 3052 else
3398 free_object (tmp); 3053 tmp->destroy ();
3399 } 3054 }
3400 else 3055 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3056 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3057 }
3403} 3058}
3409 */ 3064 */
3410 3065
3411void 3066void
3412fix_weight (void) 3067fix_weight (void)
3413{ 3068{
3414 player *pl; 3069 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3070 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3072
3420 if (old == sum) 3073 if (old == sum)
3421 continue; 3074 continue;
3422 fix_player (pl->ob); 3075 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3077 }
3425} 3078}
3426 3079
3427void 3080void
3428fix_luck (void) 3081fix_luck (void)
3429{ 3082{
3430 player *pl; 3083 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3084 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3085 pl->ob->change_luck (0);
3435} 3086}
3436
3437 3087
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3441 */ 3091 */
3442
3443void 3092void
3444cast_dust (object *op, object *throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3445{ 3094{
3446 object *skop, *spob; 3095 object *skop, *spob;
3447 3096
3468 if (op->type == PLAYER) 3117 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3118 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3119
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3120 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3121
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3122 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3123}
3477 3124
3478void 3125void
3479make_visible (object *op) 3126make_visible (object *op)
3480{ 3127{
3494 object *tmp = NULL; 3141 object *tmp = NULL;
3495 3142
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3144 return 1;
3498 3145
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; 3146 return 0;
3505} 3147}
3506 3148
3507/* look at the surrounding terrain to determine 3149/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3150 * the hideability of this object. Positive levels
3596int 3238int
3597stand_near_hostile (object *who) 3239stand_near_hostile (object *who)
3598{ 3240{
3599 object *tmp = NULL; 3241 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3242 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3243 maptile *m;
3602 sint16 x, y; 3244 sint16 x, y;
3603 3245
3604 if (!who) 3246 if (!who)
3605 return 0; 3247 return 0;
3606 3248
3623 if (mflags & P_OUT_OF_MAP) 3265 if (mflags & P_OUT_OF_MAP)
3624 continue; 3266 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3267 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3268 continue;
3627 3269
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3270 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3271 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3272 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3273 return 1;
3632 else if (tmp->type == PLAYER) 3274 else if (tmp->type == PLAYER)
3633 { 3275 {
3687 3329
3688 /* only the viewable area the player sees is updated by LOS 3330 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3331 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3332 * for any meaningful values.
3691 */ 3333 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3335 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3337 return 1;
3696 op = op->more; 3338 op = op->more;
3697 } 3339 }
3698 return 0; 3340 return 0;
3699} 3341}
3885 { 3527 {
3886 /* forces in the treasurelist can alter the player's stats */ 3528 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3529 object *skin;
3888 3530
3889 /* first get the dragon skin force */ 3531 /* first get the dragon skin force */
3532 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); 3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3534 ;
3535
3891 if (skin == NULL) 3536 if (!skin)
3892 return; 3537 return;
3893 3538
3894 /* adding new spellpath attunements */ 3539 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3540 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3541 {

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