ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.62 by root, Mon Dec 25 11:25:49 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
252void
253player::disconnect ()
254{
255 if (!ns)
256 return;
257
258 //TODO: don't be so harsh and destroy :)
259 destroy ();
260
261 ns->pl = 0;
262 ns = 0;
263}
264
265// the need for this function can be explained
266// by load_object not returning the object
267void
268player::set_object (object *op)
269{
270 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */
272
273 ob->speed_left = 0.5;
274 ob->speed = 1.0;
275 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282}
283
284player::player ()
285{
243 /* There are some elements we want initialized to non zero value - 286 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 287 * we deal with that below this point.
245 */ 288 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 289 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 290 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 291 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 292
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 293 assign (savebed_map, first_map_path); /* Init. respawn position */
257 294
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; 295 gen_sp_armour = 10;
272 p->last_speed = -1; 296 last_speed = -1;
273 p->shoottype = range_none; 297 shoottype = range_none;
274 p->bowtype = bow_normal; 298 bowtype = bow_normal;
275 p->petmode = pet_normal; 299 petmode = pet_normal;
276 p->listening = 10; 300 listening = 10;
277 p->usekeys = containers; 301 usekeys = containers;
278 p->last_weapon_sp = -1; 302 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 303 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 304 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);
288 305
289 /* we need to clear these to -1 and not zero - otherwise, 306 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 307 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 308 * send new values to the client, as things like exp start
292 * at zero. 309 * at zero.
293 */ 310 */
294 for (i = 0; i < NUM_SKILLS; i++) 311 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 312 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 313
298 }
299 for (i = 0; i < NROFATTACKS; i++) 314 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 315 last_resist[i] = -1;
302 } 316
303 p->last_stats.exp = -1; 317 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 318 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 319}
310 320
311/* This loads the first map an puts the player on it. */ 321void
312static void 322player::do_destroy ()
313set_first_map (object *op)
314{ 323{
315 strcpy (op->contr->maplevel, first_map_path); 324 attachable::do_destroy ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 325
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob)
349 ob->destroy (true);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
321/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
323 * mode. 370 * mode.
324 */ 371 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 372player *
373player::create ()
374{
375 player *pl = new player;
330 376
331 p = get_player (NULL); 377 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);
343 378
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; 379 return pl;
351} 380}
352 381
353/* 382/*
354 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
364 { 393 {
365 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
366 at = first_archetype; 395 at = first_archetype;
367 else 396 else
368 at = at->next; 397 at = at->next;
398
369 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
370 return at; 400 return at;
401
371 if (at == start) 402 if (at == start)
372 { 403 {
373 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 405 exit (-1);
375 } 406 }
376 } 407 }
377} 408}
378 409
379
380object * 410object *
381get_nearest_player (object *mon) 411get_nearest_player (object *mon)
382{ 412{
383 object *op = NULL; 413 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 414 objectlink *ol;
386 unsigned lastdist; 415 unsigned lastdist;
387 rv_vector rv; 416 rv_vector rv;
388 417
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 450 {
422 op = ol->ob; 451 op = ol->ob;
423 lastdist = rv.distance; 452 lastdist = rv.distance;
424 } 453 }
425 } 454 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 455
427 { 456 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
432 { 459 {
433 op = pl->ob; 460 op = pl->ob;
434 lastdist = rv.distance; 461 lastdist = rv.distance;
435 } 462 }
436 } 463
437 }
438#if 0 464#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 466#endif
441 return op; 467 return op;
442} 468}
460 * circling behaviour. Unfortunately, this function is also used to determined 486 * 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 487 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 488 * is probably not a good thing.
463 */ 489 */
464#define MAX_SPACES 50 490#define MAX_SPACES 50
465
466 491
467/* 492/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * 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 494 * 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 495 * 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) 514path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 515{
491 rv_vector rv; 516 rv_vector rv;
492 sint16 x, y; 517 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 519 maptile *m, *lastmap;
495 520
496 get_rangevector (mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
497 522
498 if (rv.distance < mindiff) 523 if (rv.distance < mindiff)
499 return 0; 524 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 672 {
648 remove_ob (op); 673 op->destroy ();
649 free_object (op);
650 continue; 674 continue;
651 } 675 }
652 } 676 }
653 677
654 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
666 break; 690 break;
667 691
668 if (tmp) 692 if (tmp)
669 { 693 {
670 remove_ob (op); 694 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 696 continue;
674 } 697 }
698
675 if (op->nrof > 1) 699 if (op->nrof > 1)
676 op->nrof = 1; 700 op->nrof = 1;
677 } 701 }
678 702
679 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 717 }
694 if (op->type == SPELL) 718 if (op->type == SPELL)
695 { 719 {
696 remove_ob (op); 720 op->destroy ();
697 free_object (op);
698 continue; 721 continue;
699 } 722 }
700 else if (op->type == SKILL) 723 else if (op->type == SKILL)
701 { 724 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
712 link_player_skills (pl); 735 link_player_skills (pl);
713} 736}
714 737
715void 738void
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) 739get_party_password (object *op, partylist *party)
800{ 740{
801 if (party == NULL) 741 if (party == NULL)
802 { 742 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 744 return;
805 } 745 }
746
806 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 751}
811
812 752
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 754static int
815roll_stat (void) 755roll_stat (void)
816{ 756{
817 int a[4], i, j, k; 757 int a[4], i, j, k;
818 758
819 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 763 if (a[i] < k)
824 k = a[i], j = i; 764 k = a[i], j = i;
825 765
826 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 767 if (i != j)
829 k += a[i]; 768 k += a[i];
830 } 769
831 return k; 770 return k;
832} 771}
833 772
834void 773void
835roll_stats (object *op) 774object::roll_stats ()
836{ 775{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 776 int statsort [7];
840 777
841 do 778 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 } 779 {
852 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
853 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
854 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 789 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;
862 790
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]; 791 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
887 798
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; 799 stats.exp = 0;
899 op->stats.ac = 0; 800 stats.ac = 0;
900 801
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; 802 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
909 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
910} 814}
911 815
912void 816void
913Roll_Again (object *op) 817object::swap_stats (int a, int b)
914{ 818{
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); 819 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)); 820 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); 821 set_attr_value (&contr->orig_stats, b, tmp);
939 822
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; 823 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 824 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 825 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 826 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 827 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 828 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 833 stats.ac = 0;
950 834
951 op->level = 1; 835 level = 1;
952 op->stats.exp = 0; 836 stats.exp = 0;
953 op->stats.ac = 0; 837 stats.ac = 0;
954 838
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; 839 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
963 op->contr->orig_stats = op->stats; 849 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 { 850 }
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} 851}
1041 852
1042/* This function takes the key that is passed, and does the 853/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 854 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 855 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 856 * separate race and class; this actually changes the RACE,
1046 * not the class. 857 * not the class.
1047 */ 858 */
1048
1049int 859int
1050key_change_class (object *op, char key) 860key_change_class (object *op, char key)
1051{ 861{
1052 int tmp_loop; 862 int tmp_loop;
1053 863
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') 864 if (key == 'd' || key == 'D')
1061 { 865 {
1062 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
1063 867
1064 /* this must before then initial items are given */ 868 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 869 esrv_new_player (op->contr, op->weight + op->carrying);
870
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 871 treasurelist *tl = find_treasurelist ("starting_wealth");
872 if (tl)
873 create_treasure (tl, op, 0, 0, 0);
1067 874
1068 INVOKE_PLAYER (BIRTH, op->contr); 875 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 876 INVOKE_PLAYER (LOGIN, op->contr);
1070 877
1071 op->contr->state = ST_PLAYING; 878 op->contr->ns->state = ST_PLAYING;
1072 879
1073 if (op->msg) 880 if (op->msg)
1074 op->msg = NULL; 881 op->msg = NULL;
1075 882
1076 /* We create this now because some of the unique maps will need it 883 /* We create this now because some of the unique maps will need it
1085 start_info (op); 892 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 893 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 894 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 895 link_player_skills (op);
1089 esrv_send_inventory (op, op); 896 esrv_send_inventory (op, op);
1090 fix_player (op); 897 op->update_stats ();
1091 898
1092 /* This moves the player to a different start map, if there 899 /* This moves the player to a different start map, if there
1093 * is one for this race 900 * is one for this race
1094 */ 901 */
1095 if (*first_map_ext_path) 902 if (*first_map_ext_path)
1096 { 903 {
1097 object *tmp; 904 object *tmp;
1098 char mapname[MAX_BUF]; 905 char mapname[MAX_BUF];
1099 906
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 908 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 909 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 910 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 911 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 912 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 913 * if the map isn't there, then stay on the
1107 * default initial map */ 914 * default initial map */
1108 free_object (tmp); 915 tmp->destroy ();
1109 } 916 }
1110 else 917 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 918 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 919
1114 return 0; 920 return 0;
1115 } 921 }
1116 922
1117 /* Following actually changes the race - this is the default command 923 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 924 * if we don't match with one of the options above.
1122 while (!tmp_loop) 928 while (!tmp_loop)
1123 { 929 {
1124 shstr name = op->name; 930 shstr name = op->name;
1125 int x = op->x, y = op->y; 931 int x = op->x, y = op->y;
1126 932
1127 remove_statbonus (op); 933 op->remove_statbonus ();
1128 remove_ob (op); 934 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 935 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 936 op->arch->clone.copy_to (op);
1131 op->instantiate (); 937 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 938 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 939 op->name = op->name_pl = name;
1134 op->x = x; 940 op->x = x;
1135 op->y = y; 941 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 942 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 943 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 944 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 945 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 946 tmp_loop = allowed_class (op);
1141 } 947 }
1142 948
1143 update_object (op, UP_OBJ_FACE); 949 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 950 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 951 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 952 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 953 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 954 op->stats.grace = 0;
1149 955
1150 if (op->msg) 956 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 957 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 958
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 959 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; 960 return 0;
1155} 961}
1156 962
1157int 963int
1158key_confirm_quit (object *op, char key) 964key_confirm_quit (object *op, char key)
1159{ 965{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 967 {
1164 op->contr->state = ST_PLAYING; 968 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 970 return 1;
1167 } 971 }
1168 972
1169 INVOKE_PLAYER (LOGOUT, op->contr); 973 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 978 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 980
1177 strcpy (op->contr->killer, "quit"); 981 strcpy (op->contr->killer, "quit");
1178 check_score (op); 982 check_score (op);
1179 op->contr->party = NULL; 983 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 984 op->contr->own_title[0] = '\0';
1182 985
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 986 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 987
988 delete ob->contr;
989
1187 /* We need to hunt for any per player unique maps in memory and 990 /* 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, 991 * 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 992 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 993 */
994 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 996
1193 { 997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
1194 next = mp->next; 999 next = mp->next;
1000
1195 if (!strncmp (mp->path, buf, strlen (buf))) 1001 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 1002 delete_map (mp);
1197 } 1003 }
1198 1004
1199 delete_character (op->name, 1); 1005 delete_character (ob->name, 1);
1200 }
1201 1006
1202 play_again (op);
1203 return 1; 1007 return 1;
1204} 1008}
1205 1009
1206void 1010void
1207flee_player (object *op) 1011flee_player (object *op)
1238 { 1042 {
1239 op->enemy = NULL; 1043 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1045 return;
1242 } 1046 }
1047
1243 get_rangevector (op, op->enemy, &rv, 0); 1048 get_rangevector (op, op->enemy, &rv, 0);
1244 1049
1245 dir = absdir (4 + rv.direction); 1050 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1051 for (diff = 0; diff < 3; diff++)
1247 { 1052 {
1248 int m = 1 - (RANDOM () & 2); 1053 int m = 1 - (RANDOM () & 2);
1249 1054
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1055 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1056 return;
1253 }
1254 } 1057 }
1058
1255 /* Cornered, get rid of scared */ 1059 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1061 op->enemy = NULL;
1258} 1062}
1259 1063
1264 */ 1068 */
1265int 1069int
1266check_pick (object *op) 1070check_pick (object *op)
1267{ 1071{
1268 object *tmp, *next; 1072 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1073 int stop = 0;
1271 int j, k, wvratio; 1074 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1075 char putstring[128], tmpstr[16];
1273 1076
1274
1275 /* if you're flying, you cna't pick up anything */ 1077 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1078 if (op->move_type & MOVE_FLYING)
1277 return 1; 1079 return 1;
1278 1080
1279 op_tag = op->count;
1280
1281 next = op->below; 1081 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1082
1285 /* loop while there are items on the floor that are not marked as 1083 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1084 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1085 while (next && !next->destroyed ())
1288 { 1086 {
1289 tmp = next; 1087 tmp = next;
1290 next = tmp->below; 1088 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1089
1294 if (was_destroyed (op, op_tag)) 1090 if (op->destroyed ())
1295 return 0; 1091 return 0;
1296 1092
1297 if (!can_pick (op, tmp)) 1093 if (!can_pick (op, tmp))
1298 continue; 1094 continue;
1299 1095
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 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)))); 1150 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1151 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1152 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)))); 1153 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1154
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1155 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 } 1156 }
1157
1389 /* philosophy: 1158 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1159 * 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 1160 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1161 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1162 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1163 * example.
1395 * The drawback: right now it has no frontend, so you need to 1164 * 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 1165 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1166 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1200 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1201 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1202 if (tmp->type == FOOD)
1434 { 1203 {
1435 pick_up (op, tmp); 1204 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1205 continue;
1439 } 1206 }
1207
1440 if (op->contr->mode & PU_DRINK) 1208 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1209 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1210 {
1443 pick_up (op, tmp); 1211 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1212 continue;
1447 } 1213 }
1448 1214
1449 if (op->contr->mode & PU_POTION) 1215 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1216 if (tmp->type == POTION)
1451 { 1217 {
1452 pick_up (op, tmp); 1218 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1219 continue;
1456 } 1220 }
1457 1221
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1222 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1223 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1224 if (tmp->type == SPELLBOOK)
1461 { 1225 {
1462 pick_up (op, tmp); 1226 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1227 continue;
1466 } 1228 }
1229
1467 if (op->contr->mode & PU_SKILLSCROLL) 1230 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1231 if (tmp->type == SKILLSCROLL)
1469 { 1232 {
1470 pick_up (op, tmp); 1233 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1234 continue;
1474 } 1235 }
1236
1475 if (op->contr->mode & PU_READABLES) 1237 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1238 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1239 {
1478 pick_up (op, tmp); 1240 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1241 continue;
1482 } 1242 }
1483 1243
1484 /* wands/staves/rods/horns */ 1244 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1245 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1246 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1247 {
1488 pick_up (op, tmp); 1248 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1249 continue;
1492 } 1250 }
1493 1251
1494 /* pick up all magical items */ 1252 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1253 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1254 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1255 {
1498 pick_up (op, tmp); 1256 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1257 continue;
1502 } 1258 }
1503 1259
1504 if (op->contr->mode & PU_VALUABLES) 1260 if (op->contr->mode & PU_VALUABLES)
1505 { 1261 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1262 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1263 {
1508 pick_up (op, tmp); 1264 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1265 continue;
1512 } 1266 }
1513 } 1267 }
1514 1268
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1269 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1270 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1271 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1272 {
1519 pick_up (op, tmp); 1273 pick_up (op, tmp);
1274 continue;
1520 if (0) 1275 }
1521 fprintf (stderr, "JEWELS\n"); 1276
1277 /* we don't forget dragon food */
1278 if (op->contr->mode & PU_FLESH)
1279 if (tmp->type == FLESH)
1280 {
1281 pick_up (op, tmp);
1522 continue; 1282 continue;
1523 } 1283 }
1524 1284
1525 /* bows and arrows. Bows are good for selling! */ 1285 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1286 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1287 if (tmp->type == BOW)
1528 { 1288 {
1529 pick_up (op, tmp); 1289 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1290 continue;
1533 } 1291 }
1292
1534 if (op->contr->mode & PU_ARROW) 1293 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1294 if (tmp->type == ARROW)
1536 { 1295 {
1537 pick_up (op, tmp); 1296 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1297 continue;
1541 } 1298 }
1542 1299
1543 /* all kinds of armor etc. */ 1300 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1301 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1302 if (tmp->type == ARMOUR)
1546 { 1303 {
1547 pick_up (op, tmp); 1304 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1305 continue;
1551 } 1306 }
1307
1552 if (op->contr->mode & PU_HELMET) 1308 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1309 if (tmp->type == HELMET)
1554 { 1310 {
1555 pick_up (op, tmp); 1311 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1312 continue;
1559 } 1313 }
1314
1560 if (op->contr->mode & PU_SHIELD) 1315 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1316 if (tmp->type == SHIELD)
1562 { 1317 {
1563 pick_up (op, tmp); 1318 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1319 continue;
1567 } 1320 }
1321
1568 if (op->contr->mode & PU_BOOTS) 1322 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1323 if (tmp->type == BOOTS)
1570 { 1324 {
1571 pick_up (op, tmp); 1325 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1326 continue;
1575 } 1327 }
1328
1576 if (op->contr->mode & PU_GLOVES) 1329 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1330 if (tmp->type == GLOVES)
1578 { 1331 {
1579 pick_up (op, tmp); 1332 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1333 continue;
1583 } 1334 }
1335
1584 if (op->contr->mode & PU_CLOAK) 1336 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1337 if (tmp->type == CLOAK)
1586 { 1338 {
1587 pick_up (op, tmp); 1339 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1340 continue;
1591 } 1341 }
1592 1342
1593 /* hoping to catch throwing daggers here */ 1343 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1344 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1345 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1346 {
1597 pick_up (op, tmp); 1347 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1348 continue;
1601 } 1349 }
1602 1350
1603 /* careful: chairs and tables are weapons! */ 1351 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1352 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1355 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1356 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1357 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1358 {
1611 pick_up (op, tmp); 1359 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1360 continue;
1615 } 1361 }
1616 } 1362 }
1363
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1364 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1365 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1366 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1367 {
1621 pick_up (op, tmp); 1368 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1369 continue;
1625 } 1370 }
1626 } 1371 }
1627 } 1372 }
1628 1373
1629 /* misc stuff that's useful */ 1374 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1375 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1376 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1377 {
1633 pick_up (op, tmp); 1378 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1379 continue;
1637 } 1380 }
1638 1381
1639 /* any of the last 4 bits set means we use the ratio for value 1382 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1383 * pickups */
1662 continue; 1405 continue;
1663 } 1406 }
1664 } 1407 }
1665 } /* the new pickup model */ 1408 } /* the new pickup model */
1666 } 1409 }
1410
1667 return !stop; 1411 return !stop;
1668} 1412}
1669 1413
1670/* 1414/*
1671 * Find an arrow in the inventory and after that 1415 * Find an arrow in the inventory and after that
1770 1514
1771object * 1515object *
1772pick_arrow_target (object *op, const char *type, int dir) 1516pick_arrow_target (object *op, const char *type, int dir)
1773{ 1517{
1774 object *tmp = NULL; 1518 object *tmp = NULL;
1775 mapstruct *m; 1519 maptile *m;
1776 int i, mflags, found, number; 1520 int i, mflags, found, number;
1777 sint16 x, y; 1521 sint16 x, y;
1778 1522
1779 if (op->map == NULL) 1523 if (op->map == NULL)
1780 return find_arrow (op, type); 1524 return find_arrow (op, type);
1840 */ 1584 */
1841int 1585int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1586fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1587{
1844 object *left, *bow; 1588 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1589 int bowspeed, mflags;
1847 mapstruct *m; 1590 maptile *m;
1848 1591
1849 if (!dir) 1592 if (!dir)
1850 { 1593 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1595 return 0;
1853 } 1596 }
1597
1854 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1599 bow = op->contr->ranges[range_bow];
1856 else 1600 else
1857 { 1601 {
1858 for (bow = op->inv; bow; bow = bow->below) 1602 for (bow = op->inv; bow; bow = bow->below)
1866 { 1610 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1612 return 0;
1869 } 1613 }
1870 } 1614 }
1615
1871 if (!bow->race || !bow->skill) 1616 if (!bow->race || !bow->skill)
1872 { 1617 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1619 return 0;
1875 } 1620 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1623
1879 /* penalize ROF for bestarrow */ 1624 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1882 if (bowspeed < 1) 1628 if (bowspeed < 1)
1883 bowspeed = 1; 1629 bowspeed = 1;
1884 1630
1885 if (arrow == NULL) 1631 if (arrow == NULL)
1886 { 1632 {
1892 else 1638 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1639 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1640 return 0;
1895 } 1641 }
1896 } 1642 }
1643
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1645 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1646 return 0;
1901 } 1647
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1648 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1649 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1651 return 0;
1906 } 1652 }
1907 1653
1908 /* this should not happen, but sometimes does */ 1654 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1655 if (arrow->nrof == 0)
1910 { 1656 {
1911 remove_ob (arrow); 1657 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1658 return 0;
1914 } 1659 }
1915 1660
1916 left = arrow; /* these are arrows left to the player */ 1661 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1662 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1663 if (!arrow)
1920 { 1664 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1665 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1666 return 0;
1923 } 1667 }
1924 set_owner (arrow, op); 1668
1669 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1670 arrow->skill = bow->skill;
1926 1671
1927 arrow->direction = dir; 1672 arrow->direction = dir;
1928 arrow->x = sx; 1673 arrow->x = sx;
1929 arrow->y = sy; 1674 arrow->y = sy;
1930 1675
1931 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1932 { 1677 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1679 op->update_stats ();
1935 } 1680 }
1936 1681
1937 SET_ANIMATION (arrow, arrow->direction); 1682 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1684 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1685 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1686 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1687 arrow->spellarg = strdup (arrow->slaying);
1943 1688
1944 /* Note that this was different for monsters - they got their level 1689 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1690 * added to the damage. I think the strength bonus is more proper.
1946 */ 1691 */
1947 1692
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1710 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1711 }
1967 else 1712 else
1968 { 1713 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1715 arrow->level = op->level;
1972 } 1716 }
1717
1973 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1720
1975 if (bow->slaying != NULL) 1721 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1722 arrow->slaying = bow->slaying;
1977 1723
1978 arrow->map = m; 1724 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1727
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1728 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); 1729 insert_ob_in_map (arrow, m, op, 0);
1985 1730
1986 if (!was_destroyed (arrow, tag)) 1731 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1732 move_arrow (arrow);
1988 1733
1989 if (op->type == PLAYER) 1734 if (op->type == PLAYER)
1990 { 1735 {
1991 if (was_destroyed (left, left_tag)) 1736 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1737 esrv_del_item (op->contr, left->count);
1993 else 1738 else
1994 esrv_send_item (op, left); 1739 esrv_send_item (op, left);
1995 } 1740 }
1741
1996 return 1; 1742 return 1;
1997} 1743}
1998 1744
1999/* Special fire code for players - this takes into 1745/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1746 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
2098 item->speed = 0; 1844 item->speed = 0;
2099 update_ob_speed (item); 1845 update_ob_speed (item);
2100 } 1846 }
2101 if ((tmp = is_player_inv (item))) 1847 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1849 }
2104 } 1850 }
2105 else if (item->type == ROD || item->type == HORN) 1851 else if (item->type == ROD || item->type == HORN)
2106 { 1852 {
2136 case range_misc: 1882 case range_misc:
2137 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2138 return; 1884 return;
2139 1885
2140 case range_golem: /* Control summoned monsters from scrolls */ 1886 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) 1887 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1888 {
2143 op->contr->ranges[range_golem] = NULL; 1889 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1890 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1891 }
2147 else 1892 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1893 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1894 return;
2150 1895
2257 * 0 otherwise 2002 * 0 otherwise
2258 */ 2003 */
2259static int 2004static int
2260player_attack_door (object *op, object *door) 2005player_attack_door (object *op, object *door)
2261{ 2006{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2007 /* 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 - 2008 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2009 * otherwise, we fall through to the rest of the code.
2266 */ 2010 */
2267 object *key = find_key (op, op, door); 2011 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2049 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2050 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2051 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2052 * going to try and move (not fire weapons).
2309 */ 2053 */
2310
2311void 2054void
2312move_player_attack (object *op, int dir) 2055move_player_attack (object *op, int dir)
2313{ 2056{
2314 object *tmp, *mon; 2057 object *tmp, *mon;
2315 sint16 nx, ny; 2058 sint16 nx, ny;
2316 int on_battleground; 2059 int on_battleground;
2317 mapstruct *m; 2060 maptile *m;
2318 2061
2319 nx = freearr_x[dir] + op->x; 2062 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2063 ny = freearr_y[dir] + op->y;
2321 2064
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2065 on_battleground = op_on_battleground (op, 0, 0);
2323 2066
2324 /* If braced, or can't move to the square, and it is not out of the 2067 /* 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 2068 * 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 2069 * 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 2070 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2082 return; /* Don't think this should happen */
2340 } 2083 }
2341 else 2084 else
2342 m = op->map; 2085 m = op->map;
2343 2086
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2088 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2090 return;
2348 } 2091 }
2349 2092
2350 mon = NULL; 2093 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2094 /* 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. 2095 * 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 2096 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2097 * on the space
2355 */ 2098 */
2356 while (tmp != NULL) 2099 while (tmp)
2357 { 2100 {
2358 if (tmp == op) 2101 if (tmp == op)
2359 { 2102 {
2360 tmp = tmp->above; 2103 tmp = tmp->above;
2361 continue; 2104 continue;
2362 } 2105 }
2106
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2107 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2108 {
2365 mon = tmp; 2109 mon = tmp;
2366 break; 2110 break;
2367 } 2111 }
2112
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2113 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2114 mon = tmp;
2115
2370 tmp = tmp->above; 2116 tmp = tmp->above;
2371 } 2117 }
2372 2118
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2119 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2120 return; /* into a wall */
2375 2121
2376 if (mon->head != NULL) 2122 if (mon->head)
2377 mon = mon->head; 2123 mon = mon->head;
2378 2124
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2126 if (player_attack_door (op, mon))
2381 return; 2127 return;
2393 * player owns it and it is either friendly or unagressive. 2139 * player owns it and it is either friendly or unagressive.
2394 */ 2140 */
2395 if ((op->type == PLAYER) 2141 if ((op->type == PLAYER)
2396#if COZY_SERVER 2142#if COZY_SERVER
2397 && 2143 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2144 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2145 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2146#else
2401 && get_owner (mon) == op 2147 && mon->owner == op
2402#endif 2148#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2150 {
2405 /* If we're braced, we don't want to switch places with it */ 2151 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2152 if (op->contr->braced)
2418 * attack them either. 2164 * attack them either.
2419 */ 2165 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2166 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2167 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2168#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2169 (op->contr->peaceful
2424 || (mon->type == PLAYER 2170 || (mon->type == PLAYER
2425 && mon->contr-> 2171 && mon->contr->
2426 peaceful)) && 2172 peaceful)) &&
2427#else 2173#else
2428 op->contr->peaceful && 2174 op->contr->peaceful &&
2429#endif 2175#endif
2430 !on_battleground)) 2176 !on_battleground))
2431 { 2177 {
2432 if (!op->contr->braced) 2178 if (!op->contr->braced)
2433 { 2179 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2181 (void) push_ob (mon, dir, op);
2436 } 2182 }
2437 else 2183 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2184 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2185
2441 if (op->contr->tmp_invis || op->hide) 2186 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2187 make_visible (op);
2443 } 2188 }
2444 2189
2445 /* If the object is a boulder or other rollable object, then 2190 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2218 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2219
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2221 }
2477 2222
2478 skill_attack (mon, op, 0, NULL, NULL); 2223 skill_attack (mon, op, 0, 0, 0);
2479 2224
2480 /* If attacking another player, that player gets automatic 2225 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2226 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2227 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2228 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2230 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2231 {
2487 short luck = mon->stats.luck; 2232 short luck = mon->stats.luck;
2488 2233
2489 mon->contr->has_hit = 1; 2234 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2235 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2236 mon->stats.luck = luck;
2492 } 2237 }
2238
2493 if (action_makes_visible (op)) 2239 if (action_makes_visible (op))
2494 make_visible (op); 2240 make_visible (op);
2495 } 2241 }
2496 } /* if player should attack something */ 2242 } /* if player should attack something */
2497} 2243}
2532 2278
2533 /* Add special check for newcs players and fire on - this way, the 2279 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2280 * server can handle repeat firing.
2535 */ 2281 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2282 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2283 op->direction = dir;
2539 }
2540 else 2284 else
2541 {
2542 op->direction = 0; 2285 op->direction = 0;
2543 } 2286
2544 /* Update how the player looks. Use the facing, so direction may 2287 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2288 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2289 * for players.
2547 */ 2290 */
2548 animate_object (op, op->facing); 2291 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2336 /* 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 2337 * 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 2338 * 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. 2339 * put this in a a workaround to clean up the golem pointer.
2597 */ 2340 */
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))) 2341 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2342 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2343
2605 /* call this here - we also will call this in do_ericserver, but 2344 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2345 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2346 * called, so we recheck it here.
2608 */ 2347 */
2609 HandleClient (&op->contr->socket, op->contr); 2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2350 ;
2351
2610 if (op->speed_left < 0) 2352 if (op->speed_left < 0)
2611 return 0; 2353 return 0;
2612 2354
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2356 {
2623 if (op->speed_left > 0) 2365 if (op->speed_left > 0)
2624 return 1; 2366 return 1;
2625 else 2367 else
2626 return 0; 2368 return 0;
2627 } 2369 }
2370
2628 return 0; 2371 return 0;
2629} 2372}
2630 2373
2631int 2374int
2632save_life (object *op) 2375save_life (object *op)
2633{ 2376{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2377 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2378 return 0;
2638 2379
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2380 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2381 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2382 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2383 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)); 2384 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2385
2644 if (op->contr) 2386 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2387 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2388
2647 free_object (tmp); 2389 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2390 CLEAR_FLAG (op, FLAG_LIFESAVE);
2391
2649 if (op->stats.hp < 0) 2392 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2393 op->stats.hp = op->stats.maxhp;
2394
2651 if (op->stats.food < 0) 2395 if (op->stats.food < 0)
2652 op->stats.food = 999; 2396 op->stats.food = 999;
2653 fix_player (op); 2397
2398 op->update_stats ();
2654 return 1; 2399 return 1;
2655 } 2400 }
2401
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2403 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2404 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2405 return 0;
2660} 2406}
2674 next = op->below; /* Make sure we have a good value, in case 2420 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2421 * we remove object 'op'
2676 */ 2422 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2423 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2424 {
2679 remove_ob (op); 2425 op->remove ();
2680 op->x = env->x; 2426 op->x = env->x;
2681 op->y = env->y; 2427 op->y = env->y;
2682 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2430 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2431 }
2686 else if (op->inv) 2432 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2433 remove_unpaid_objects (op->inv, env);
2434
2688 op = next; 2435 op = next;
2689 } 2436 }
2690} 2437}
2691
2692 2438
2693/* 2439/*
2694 * Returns pointer a static string containing gravestone text 2440 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2441 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2442 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2453 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2455 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2456 else
2711 sprintf (buf, "%s\n", &op->name); 2457 sprintf (buf, "%s\n", &op->name);
2458
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2459 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2460 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2462 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2463 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2464 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2465
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2466 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2467 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2468 if (op->type == PLAYER)
2721 { 2469 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2470 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2471 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2472 strcat (buf2, buf);
2725 } 2473 }
2474
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2475 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2477 strcat (buf2, buf);
2478
2729 return buf2; 2479 return buf2;
2730} 2480}
2731
2732
2733 2481
2734void 2482void
2735do_some_living (object *op) 2483do_some_living (object *op)
2736{ 2484{
2737 int last_food = op->stats.food; 2485 int last_food = op->stats.food;
2746 const int max_grace = 1; 2494 const int max_grace = 1;
2747 2495
2748 if (op->contr->outputs_sync) 2496 if (op->contr->outputs_sync)
2749 { 2497 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2498 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) 2499 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]); 2500 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2501 }
2754 2502
2755 if (op->contr->state == ST_PLAYING) 2503 if (op->contr->ns->state == ST_PLAYING)
2756 { 2504 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2505 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2506 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2507 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2508 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2509 else
2763 { 2510 {
2764 gen_hp = op->stats.maxhp; 2511 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2512 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2513 }
2514
2767 if (op->contr->gen_sp >= 0) 2515 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2516 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2517 else
2770 { 2518 {
2771 gen_sp = op->stats.maxsp; 2519 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2520 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2521 }
2522
2774 if (op->contr->gen_grace >= 0) 2523 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2524 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2525 else
2777 { 2526 {
2778 gen_grace = op->stats.maxgrace; 2527 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2545 op->stats.food = last_food;
2797 } 2546 }
2798 } 2547 }
2548
2799 if (max_sp > 1) 2549 if (max_sp > 1)
2800 { 2550 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2551 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2552 if (over_sp > 0)
2803 { 2553 {
2804 if (op->stats.sp < op->stats.maxsp) 2554 if (op->stats.sp < op->stats.maxsp)
2805 { 2555 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2559 op->stats.sp--;
2560
2809 if (op->stats.sp > op->stats.maxsp) 2561 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2562 op->stats.sp = op->stats.maxsp;
2811 } 2563 }
2812 op->last_sp = 0; 2564 op->last_sp = 0;
2813 } 2565 }
2814 else 2566 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2568 }
2819 else 2569 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2571 }
2824 2572
2825 /* Regenerate Grace */ 2573 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2575 if (--op->last_grace < 0)
2828 { 2576 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2577 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2578 op->stats.grace++; /* no penalty in food for regaining grace */
2579
2831 if (max_grace > 1) 2580 if (max_grace > 1)
2832 { 2581 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2583 if (over_grace > 0)
2835 { 2584 {
2863 op->stats.food += op->contr->digestion; 2612 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2613 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2614 op->stats.food = last_food;
2866 } 2615 }
2867 } 2616 }
2617
2868 if (max_hp > 1) 2618 if (max_hp > 1)
2869 { 2619 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2621 if (over_hp > 0)
2872 { 2622 {
2896 2646
2897 if (op->contr->gen_hp > 0) 2647 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2648 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2649 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651
2901 /* dms do not consume food */ 2652 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2653 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2654 op->stats.food--;
2904 } 2655 }
2905 }
2906 2656
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2657 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2658 {
2909 object *tmp, *flesh = NULL; 2659 object *tmp, *flesh = 0;
2910 2660
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2661 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2662 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2663 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2664 {
2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2668 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2669 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2670 break;
2921 } 2671 }
2922 else if (tmp->type == FLESH) 2672 else if (tmp->type == FLESH)
2923 flesh = tmp; 2673 flesh = tmp;
2924 } /* End if paid for object */ 2674 } /* End if paid for object */
2925 } /* end of for loop */ 2675 } /* end of for loop */
2676
2926 /* If player is still starving, it means they don't have any food, so 2677 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2678 * eat flesh instead.
2928 */ 2679 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2681 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2682 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2683 manual_apply (op, flesh, 0);
2933 } 2684 }
2934 } /* end if player is starving */ 2685 }
2935 2686
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2687 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2688 op->stats.food++, op->stats.hp--;
2938 2689
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2691 kill_player (op);
2692 }
2941} 2693}
2942
2943
2944 2694
2945/* If the player should die (lack of hp, food, etc), we call this. 2695/* 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 2696 * 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 2697 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2698 * file.
2952{ 2702{
2953 char buf[MAX_BUF]; 2703 char buf[MAX_BUF];
2954 int x, y; 2704 int x, y;
2955 2705
2956 //int i; 2706 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2707 maptile *map; /* this is for resurrection */
2958 2708
2959 /* int z; 2709 /* int z;
2960 int num_stats_lose; 2710 int num_stats_lose;
2961 int lost_a_stat; 2711 int lost_a_stat;
2962 int lose_this_stat; 2712 int lose_this_stat;
2981 /* restore player */ 2731 /* restore player */
2982 at = archetype::find ("poisoning"); 2732 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2733 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2734 if (tmp)
2985 { 2735 {
2986 remove_ob (tmp); 2736 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2738 }
2990 2739
2991 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2741 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2742 if (tmp)
2994 { 2743 {
2995 remove_ob (tmp); 2744 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2746 }
2999 2747
3000 cure_disease (op, 0); /* remove any disease */ 2748 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2749 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2805 x = op->x;
3058 y = op->y; 2806 y = op->y;
3059 map = op->map; 2807 map = op->map;
3060 2808
3061 2809
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2811 * 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. 2812 * See the config.h file for a little more in depth detail about this.
3067 */ 2813 */
3068 2814
3069 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2817 * of death.
3072 */ 2818 */
3073#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3075 { 2821 {
3076 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2824 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2827 little bit harder. */
3082 /* GD */ 2828 /* GD */
3083 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2830 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2831 else
3089 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
2835 {
3090 num_stats_lose = 1; 2836 num_stats_lose = 1;
3091 } 2837 }
3092 lost_a_stat = 0; 2838 lost_a_stat = 0;
3093 2839
3094 for (z = 0; z < num_stats_lose; z++) 2840 for (z = 0; z < num_stats_lose; z++)
3095 { 2841 {
3096 i = RANDOM () % NUM_STATS; 2842 i = RANDOM () % NUM_STATS;
3097 2843
3098 if (settings.stat_loss_on_death) 2844 if (settings.stat_loss_on_death)
3099 { 2845 {
3100 /* Pick a random stat and take a point off it. Tell the player 2846 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2847 * what he lost.
3102 */ 2848 */
3103 change_attr_value (&(op->stats), i, -1); 2849 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2850 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2851 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2852 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2853 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2854 lost_a_stat = 1;
2855 }
2856 else
2857 {
2858 /* deplete a stat */
2859 archetype *deparch = archetype::find ("depletion");
2860 object *dep;
2861
2862 dep = present_arch_in_ob (deparch, op);
2863 if (!dep)
2864 {
2865 dep = arch_to_object (deparch);
2866 insert_ob_in_ob (dep, op);
3109 } 2867 }
3110 else 2868 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss)
3111 { 2870 {
3112 /* deplete a stat */ 2871 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2872 /* Get the stat that we're about to deplete. */
3114 object *dep; 2873 this_stat = get_attr_value (&(dep->stats), i);
3115 2874 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2875 {
3119 dep = arch_to_object (deparch); 2876 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2877 int keep_chance = this_stat * this_stat;
3121 } 2878
3122 lose_this_stat = 1; 2879 /* 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) 2880 if (keep_chance < 1)
2881 keep_chance = 1;
2882
2883 /* There is a maximum depletion total per level. */
2884 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2885 {
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; 2886 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2887 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2888 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 } 2889 }
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 */ 2890 else
3164 if (this_stat >= -50)
3165 { 2891 {
3166 change_attr_value (&(dep->stats), i, -1); 2892 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; 2893 lose_this_stat = 0;
2894 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895 this_stat, keep_chance, loss_chance,
2896 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2897 }
3172 } 2898 }
3173 } 2899 }
2900
2901 if (lose_this_stat)
2902 {
2903 this_stat = get_attr_value (&(dep->stats), i);
2904 /* We could try to do something clever like find another
2905 * stat to reduce if this fails. But chances are, if
2906 * stats have been depleted to -50, all are pretty low
2907 * and should be roughly the same, so it shouldn't make a
2908 * difference.
2909 */
2910 if (this_stat >= -50)
2911 {
2912 change_attr_value (&(dep->stats), i, -1);
2913 SET_FLAG (dep, FLAG_APPLIED);
2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2915 op->update_stats ();
2916 lost_a_stat = 1;
2917 }
3174 } 2918 }
2919 }
2920 }
3175 /* If no stat lost, tell the player. */ 2921 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2922 if (!lost_a_stat)
3177 { 2923 {
3178 /* determine_god() seems to not work sometimes... why is this? 2924 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2925 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2926 const char *god = determine_god (op);
3181 2927
3182 if (god && (strcmp (god, "none"))) 2928 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); 2929 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2930 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2932 }
2933#else
2934 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2935#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 2936
3190 /* Put a gravestone up where the character 'almost' died. List the 2937 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2938 * exp loss on the stone.
3192 */ 2939 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2940 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2941 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2942 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2943 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2944 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); 2945 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; 2946 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2947 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2949
3203 /**************************************/ 2950 /**************************************/
3204 /* */ 2951 /* */
3205 /* Subtract the experience points, */ 2952 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2953 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2954 /* food, and reset HP's... */
3208 /* */ 2955 /* */
3209
3210 /**************************************/ 2956 /**************************************/
3211 2957
3212 /* remove any poisoning and confusion the character may be suffering. */ 2958 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2959 /* restore player */
3214 at = archetype::find ("poisoning"); 2960 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2961 tmp = present_arch_in_ob (at, op);
2962
3216 if (tmp) 2963 if (tmp)
3217 { 2964 {
3218 remove_ob (tmp); 2965 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2967 }
3222 2968
3223 at = archetype::find ("confusion"); 2969 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2971 if (tmp)
3226 { 2972 {
3227 remove_ob (tmp); 2973 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2975 }
2976
3231 cure_disease (op, 0); /* remove any disease */ 2977 cure_disease (op, 0); /* remove any disease */
3232 2978
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2979 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2980 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2981 if (op->stats.food < 100)
3236 op->stats.food = 900; 2982 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2983 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2986
3241 /* 2987 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2988 * 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 2989 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2990 * in the map.
3245 */ 2991 */
3246 2992
3247 if (is_in_shop (op)) 2993 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2994 remove_unpaid_objects (op->inv, op);
3249 2995
3250 /****************************************/ 2996 /****************************************/
3251 /* */ 2997 /* */
3252 /* Move player to his current respawn- */ 2998 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2999 /* position (usually last savebed) */
3254 /* */ 3000 /* */
3255
3256 /****************************************/ 3001 /****************************************/
3257 3002
3258 enter_player_savebed (op); 3003 enter_player_savebed (op);
3259 3004
3260 /* Save the player before inserting the force to reduce 3005 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3006 * chance of abuse.
3262 */ 3007 */
3263 op->contr->braced = 0; 3008 op->contr->braced = 0;
3264 save_player (op, 1); 3009 op->contr->save ();
3265 3010
3266 /* it is possible that the player has blown something up 3011 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3012 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3013 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3014 * on the space that might harm the player.
3270 */ 3015 */
3271 will_kill_again = 0; 3016 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3017 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3018 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3019 will_kill_again |= tmp->attacktype;
3276 } 3020
3277 if (will_kill_again) 3021 if (will_kill_again)
3278 { 3022 {
3279 object *force; 3023 object *force;
3280 int at; 3024 int at;
3281 3025
3282 force = get_archetype (FORCE_NAME); 3026 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3027 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3028 force->speed = 0.1;
3285 force->speed_left = -5.0; 3029 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3030 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3031 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3032 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3033 force->resist[at] = 100;
3291 } 3034
3292 insert_ob_in_ob (force, op); 3035 insert_ob_in_ob (force, op);
3293 fix_player (op); 3036 op->update_stats ();
3294 3037
3295 } 3038 }
3296 3039
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3040 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} 3041}
3366
3367 3042
3368void 3043void
3369loot_object (object *op) 3044loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3045{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3046 object *tmp, *tmp2, *next;
3372 3047
3373 if (op->container) 3048 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3049 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3050
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3051 for (tmp = op->inv; tmp; tmp = next)
3379 { 3052 {
3380 next = tmp->below; 3053 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3054
3055 if (tmp->invisible)
3382 continue; 3056 continue;
3383 remove_ob (tmp); 3057
3058 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3059 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3060 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3061 { /* empty container to ground */
3387 loot_object (tmp); 3062 loot_object (tmp);
3388 } 3063 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3065 {
3391 if (tmp->nrof > 1) 3066 if (tmp->nrof > 1)
3392 { 3067 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3069 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3071 }
3397 else 3072 else
3398 free_object (tmp); 3073 tmp->destroy ();
3399 } 3074 }
3400 else 3075 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3076 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3077 }
3403} 3078}
3409 */ 3084 */
3410 3085
3411void 3086void
3412fix_weight (void) 3087fix_weight (void)
3413{ 3088{
3414 player *pl; 3089 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3090 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3092
3420 if (old == sum) 3093 if (old == sum)
3421 continue; 3094 continue;
3422 fix_player (pl->ob); 3095 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3096 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3097 }
3425} 3098}
3426 3099
3427void 3100void
3428fix_luck (void) 3101fix_luck (void)
3429{ 3102{
3430 player *pl; 3103 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3104 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3105 pl->ob->change_luck (0);
3435} 3106}
3436
3437 3107
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3108/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3109 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3110 * just treat this as any other spell casting object.
3441 */ 3111 */
3442
3443void 3112void
3444cast_dust (object *op, object *throw_ob, int dir) 3113cast_dust (object *op, object *throw_ob, int dir)
3445{ 3114{
3446 object *skop, *spob; 3115 object *skop, *spob;
3447 3116
3468 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3138 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3139
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3140 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3141
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3142 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3143}
3477 3144
3478void 3145void
3479make_visible (object *op) 3146make_visible (object *op)
3480{ 3147{
3494 object *tmp = NULL; 3161 object *tmp = NULL;
3495 3162
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3164 return 1;
3498 3165
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; 3166 return 0;
3505} 3167}
3506 3168
3507/* look at the surrounding terrain to determine 3169/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3170 * the hideability of this object. Positive levels
3596int 3258int
3597stand_near_hostile (object *who) 3259stand_near_hostile (object *who)
3598{ 3260{
3599 object *tmp = NULL; 3261 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3262 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3263 maptile *m;
3602 sint16 x, y; 3264 sint16 x, y;
3603 3265
3604 if (!who) 3266 if (!who)
3605 return 0; 3267 return 0;
3606 3268
3623 if (mflags & P_OUT_OF_MAP) 3285 if (mflags & P_OUT_OF_MAP)
3624 continue; 3286 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3287 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3288 continue;
3627 3289
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3290 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3291 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3292 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3293 return 1;
3632 else if (tmp->type == PLAYER) 3294 else if (tmp->type == PLAYER)
3633 { 3295 {
3687 3349
3688 /* only the viewable area the player sees is updated by LOS 3350 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3351 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3352 * for any meaningful values.
3691 */ 3353 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3357 return 1;
3696 op = op->more; 3358 op = op->more;
3697 } 3359 }
3698 return 0; 3360 return 0;
3699} 3361}
3885 { 3547 {
3886 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3549 object *skin;
3888 3550
3889 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3552 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); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3554 ;
3555
3891 if (skin == NULL) 3556 if (!skin)
3892 return; 3557 return;
3893 3558
3894 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3561 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines