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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.63 by root, Mon Dec 25 17:11:17 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 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
243 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 282 * we deal with that below this point.
245 */ 283 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 287
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
257 289
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; 290 gen_sp_armour = 10;
272 p->last_speed = -1; 291 last_speed = -1;
273 p->shoottype = range_none; 292 shoottype = range_none;
274 p->bowtype = bow_normal; 293 bowtype = bow_normal;
275 p->petmode = pet_normal; 294 petmode = pet_normal;
276 p->listening = 10; 295 listening = 10;
277 p->usekeys = containers; 296 usekeys = containers;
278 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 299 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);
288 300
289 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
292 * at zero. 304 * at zero.
293 */ 305 */
294 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 308
298 }
299 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 310 last_resist[i] = -1;
302 } 311
303 p->last_stats.exp = -1; 312 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 314}
310 315
311/* This loads the first map an puts the player on it. */ 316void
312static void 317player::do_destroy ()
313set_first_map (object *op)
314{ 318{
315 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355
356 attachable::do_destroy ();
357}
358
359player::~player ()
360{
361 /* Clear item stack */
362 free (stack_items);
363}
364
321/* Tries to add player on the connection passwd in ns. 365/* 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 366 * All we can really get in this is some settings like host and display
323 * mode. 367 * mode.
324 */ 368 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 369player *
370player::create ()
371{
372 player *pl = new player;
330 373
331 p = get_player (NULL); 374 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);
343 375
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; 376 return pl;
351} 377}
352 378
353/* 379/*
354 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
364 { 390 {
365 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
366 at = first_archetype; 392 at = first_archetype;
367 else 393 else
368 at = at->next; 394 at = at->next;
395
369 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
370 return at; 397 return at;
398
371 if (at == start) 399 if (at == start)
372 { 400 {
373 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 402 exit (-1);
375 } 403 }
376 } 404 }
377} 405}
378 406
379
380object * 407object *
381get_nearest_player (object *mon) 408get_nearest_player (object *mon)
382{ 409{
383 object *op = NULL; 410 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 411 objectlink *ol;
386 unsigned lastdist; 412 unsigned lastdist;
387 rv_vector rv; 413 rv_vector rv;
388 414
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 447 {
422 op = ol->ob; 448 op = ol->ob;
423 lastdist = rv.distance; 449 lastdist = rv.distance;
424 } 450 }
425 } 451 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 452
427 { 453 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
432 { 456 {
433 op = pl->ob; 457 op = pl->ob;
434 lastdist = rv.distance; 458 lastdist = rv.distance;
435 } 459 }
436 } 460
437 }
438#if 0 461#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 463#endif
441 return op; 464 return op;
442} 465}
460 * circling behaviour. Unfortunately, this function is also used to determined 483 * 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 484 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 485 * is probably not a good thing.
463 */ 486 */
464#define MAX_SPACES 50 487#define MAX_SPACES 50
465
466 488
467/* 489/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * 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 491 * 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 492 * 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) 511path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 512{
491 rv_vector rv; 513 rv_vector rv;
492 sint16 x, y; 514 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 516 maptile *m, *lastmap;
495 517
496 get_rangevector (mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
497 519
498 if (rv.distance < mindiff) 520 if (rv.distance < mindiff)
499 return 0; 521 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 669 {
648 remove_ob (op); 670 op->destroy ();
649 free_object (op);
650 continue; 671 continue;
651 } 672 }
652 } 673 }
653 674
654 /* This really needs to be better - we should really give 675 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
666 break; 687 break;
667 688
668 if (tmp) 689 if (tmp)
669 { 690 {
670 remove_ob (op); 691 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 693 continue;
674 } 694 }
695
675 if (op->nrof > 1) 696 if (op->nrof > 1)
676 op->nrof = 1; 697 op->nrof = 1;
677 } 698 }
678 699
679 if (op->type == SPELLBOOK && op->inv) 700 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 714 }
694 if (op->type == SPELL) 715 if (op->type == SPELL)
695 { 716 {
696 remove_ob (op); 717 op->destroy ();
697 free_object (op);
698 continue; 718 continue;
699 } 719 }
700 else if (op->type == SKILL) 720 else if (op->type == SKILL)
701 { 721 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
712 link_player_skills (pl); 732 link_player_skills (pl);
713} 733}
714 734
715void 735void
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) 736get_party_password (object *op, partylist *party)
800{ 737{
801 if (party == NULL) 738 if (party == NULL)
802 { 739 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 741 return;
805 } 742 }
743
806 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 748}
811
812 749
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 751static int
815roll_stat (void) 752roll_stat (void)
816{ 753{
817 int a[4], i, j, k; 754 int a[4], i, j, k;
818 755
819 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 760 if (a[i] < k)
824 k = a[i], j = i; 761 k = a[i], j = i;
825 762
826 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 764 if (i != j)
829 k += a[i]; 765 k += a[i];
830 } 766
831 return k; 767 return k;
832} 768}
833 769
834void 770void
835roll_stats (object *op) 771object::roll_stats ()
836{ 772{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 773 int statsort [7];
840 774
841 do 775 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 } 776 {
852 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
853 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
854 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 786 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;
862 787
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]; 788 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
887 795
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; 796 stats.exp = 0;
899 op->stats.ac = 0; 797 stats.ac = 0;
900 798
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; 799 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
909 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
910} 811}
911 812
912void 813void
913Roll_Again (object *op) 814object::swap_stats (int a, int b)
914{ 815{
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); 816 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)); 817 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); 818 set_attr_value (&contr->orig_stats, b, tmp);
939 819
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; 820 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 821 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 822 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 823 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 824 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 825 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 830 stats.ac = 0;
950 831
951 op->level = 1; 832 level = 1;
952 op->stats.exp = 0; 833 stats.exp = 0;
953 op->stats.ac = 0; 834 stats.ac = 0;
954 835
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; 836 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
963 op->contr->orig_stats = op->stats; 846 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 { 847 }
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} 848}
1041 849
1042/* This function takes the key that is passed, and does the 850/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 851 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 852 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 853 * separate race and class; this actually changes the RACE,
1046 * not the class. 854 * not the class.
1047 */ 855 */
1048
1049int 856int
1050key_change_class (object *op, char key) 857key_change_class (object *op, char key)
1051{ 858{
1052 int tmp_loop; 859 int tmp_loop;
1053 860
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') 861 if (key == 'd' || key == 'D')
1061 { 862 {
1062 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
1063 864
1064 /* this must before then initial items are given */ 865 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 866 esrv_new_player (op->contr, op->weight + op->carrying);
867
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 868 treasurelist *tl = find_treasurelist ("starting_wealth");
869 if (tl)
870 create_treasure (tl, op, 0, 0, 0);
1067 871
1068 INVOKE_PLAYER (BIRTH, op->contr); 872 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 873 INVOKE_PLAYER (LOGIN, op->contr);
1070 874
1071 op->contr->state = ST_PLAYING; 875 op->contr->ns->state = ST_PLAYING;
1072 876
1073 if (op->msg) 877 if (op->msg)
1074 op->msg = NULL; 878 op->msg = NULL;
1075 879
1076 /* We create this now because some of the unique maps will need it 880 /* We create this now because some of the unique maps will need it
1085 start_info (op); 889 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 890 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 891 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 892 link_player_skills (op);
1089 esrv_send_inventory (op, op); 893 esrv_send_inventory (op, op);
1090 fix_player (op); 894 op->update_stats ();
1091 895
1092 /* This moves the player to a different start map, if there 896 /* This moves the player to a different start map, if there
1093 * is one for this race 897 * is one for this race
1094 */ 898 */
1095 if (*first_map_ext_path) 899 if (*first_map_ext_path)
1096 { 900 {
1097 object *tmp; 901 object *tmp;
1098 char mapname[MAX_BUF]; 902 char mapname[MAX_BUF];
1099 903
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 904 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 905 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 906 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 907 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 908 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 909 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 910 * if the map isn't there, then stay on the
1107 * default initial map */ 911 * default initial map */
1108 free_object (tmp); 912 tmp->destroy ();
1109 } 913 }
1110 else 914 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 915 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 916
1114 return 0; 917 return 0;
1115 } 918 }
1116 919
1117 /* Following actually changes the race - this is the default command 920 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 921 * if we don't match with one of the options above.
1122 while (!tmp_loop) 925 while (!tmp_loop)
1123 { 926 {
1124 shstr name = op->name; 927 shstr name = op->name;
1125 int x = op->x, y = op->y; 928 int x = op->x, y = op->y;
1126 929
1127 remove_statbonus (op); 930 op->remove_statbonus ();
1128 remove_ob (op); 931 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 932 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 933 op->arch->clone.copy_to (op);
1131 op->instantiate (); 934 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 935 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 936 op->name = op->name_pl = name;
1134 op->x = x; 937 op->x = x;
1135 op->y = y; 938 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 939 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 940 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 941 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 942 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 943 tmp_loop = allowed_class (op);
1141 } 944 }
1142 945
1143 update_object (op, UP_OBJ_FACE); 946 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 947 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 948 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 949 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 950 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 951 op->stats.grace = 0;
1149 952
1150 if (op->msg) 953 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 954 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 955
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 956 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; 957 return 0;
1155} 958}
1156 959
1157int 960int
1158key_confirm_quit (object *op, char key) 961key_confirm_quit (object *op, char key)
1159{ 962{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 964 {
1164 op->contr->state = ST_PLAYING; 965 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 967 return 1;
1167 } 968 }
1168 969
1169 INVOKE_PLAYER (LOGOUT, op->contr); 970 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 975 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 977
1177 strcpy (op->contr->killer, "quit"); 978 strcpy (op->contr->killer, "quit");
1178 check_score (op); 979 check_score (op);
1179 op->contr->party = NULL; 980 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 981 op->contr->own_title[0] = '\0';
1182 982
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 983 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 984
985 delete ob->contr;
986
1187 /* We need to hunt for any per player unique maps in memory and 987 /* 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, 988 * 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 989 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 990 */
991 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 993
1193 { 994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
1194 next = mp->next; 996 next = mp->next;
997
1195 if (!strncmp (mp->path, buf, strlen (buf))) 998 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 999 delete_map (mp);
1197 } 1000 }
1198 1001
1199 delete_character (op->name, 1); 1002 delete_character (ob->name, 1);
1200 }
1201 1003
1202 play_again (op);
1203 return 1; 1004 return 1;
1204} 1005}
1205 1006
1206void 1007void
1207flee_player (object *op) 1008flee_player (object *op)
1238 { 1039 {
1239 op->enemy = NULL; 1040 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1041 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1042 return;
1242 } 1043 }
1044
1243 get_rangevector (op, op->enemy, &rv, 0); 1045 get_rangevector (op, op->enemy, &rv, 0);
1244 1046
1245 dir = absdir (4 + rv.direction); 1047 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1048 for (diff = 0; diff < 3; diff++)
1247 { 1049 {
1248 int m = 1 - (RANDOM () & 2); 1050 int m = 1 - (RANDOM () & 2);
1249 1051
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1052 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1053 return;
1253 }
1254 } 1054 }
1055
1255 /* Cornered, get rid of scared */ 1056 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1057 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1058 op->enemy = NULL;
1258} 1059}
1259 1060
1264 */ 1065 */
1265int 1066int
1266check_pick (object *op) 1067check_pick (object *op)
1267{ 1068{
1268 object *tmp, *next; 1069 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1070 int stop = 0;
1271 int j, k, wvratio; 1071 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1072 char putstring[128], tmpstr[16];
1273 1073
1274
1275 /* if you're flying, you cna't pick up anything */ 1074 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1075 if (op->move_type & MOVE_FLYING)
1277 return 1; 1076 return 1;
1278 1077
1279 op_tag = op->count;
1280
1281 next = op->below; 1078 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1079
1285 /* loop while there are items on the floor that are not marked as 1080 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1081 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1082 while (next && !next->destroyed ())
1288 { 1083 {
1289 tmp = next; 1084 tmp = next;
1290 next = tmp->below; 1085 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1086
1294 if (was_destroyed (op, op_tag)) 1087 if (op->destroyed ())
1295 return 0; 1088 return 0;
1296 1089
1297 if (!can_pick (op, tmp)) 1090 if (!can_pick (op, tmp))
1298 continue; 1091 continue;
1299 1092
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1146 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)))); 1147 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1148 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 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)))); 1150 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1152 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 } 1153 }
1154
1389 /* philosophy: 1155 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1156 * 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 1157 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1158 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1159 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1160 * example.
1395 * The drawback: right now it has no frontend, so you need to 1161 * 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 1162 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1163 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1197 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1198 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1199 if (tmp->type == FOOD)
1434 { 1200 {
1435 pick_up (op, tmp); 1201 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1202 continue;
1439 } 1203 }
1204
1440 if (op->contr->mode & PU_DRINK) 1205 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1206 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1207 {
1443 pick_up (op, tmp); 1208 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1209 continue;
1447 } 1210 }
1448 1211
1449 if (op->contr->mode & PU_POTION) 1212 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1213 if (tmp->type == POTION)
1451 { 1214 {
1452 pick_up (op, tmp); 1215 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1216 continue;
1456 } 1217 }
1457 1218
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1219 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1220 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1221 if (tmp->type == SPELLBOOK)
1461 { 1222 {
1462 pick_up (op, tmp); 1223 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1224 continue;
1466 } 1225 }
1226
1467 if (op->contr->mode & PU_SKILLSCROLL) 1227 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1228 if (tmp->type == SKILLSCROLL)
1469 { 1229 {
1470 pick_up (op, tmp); 1230 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1231 continue;
1474 } 1232 }
1233
1475 if (op->contr->mode & PU_READABLES) 1234 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1235 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1236 {
1478 pick_up (op, tmp); 1237 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1238 continue;
1482 } 1239 }
1483 1240
1484 /* wands/staves/rods/horns */ 1241 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1242 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1243 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1244 {
1488 pick_up (op, tmp); 1245 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1246 continue;
1492 } 1247 }
1493 1248
1494 /* pick up all magical items */ 1249 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1250 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1252 {
1498 pick_up (op, tmp); 1253 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1254 continue;
1502 } 1255 }
1503 1256
1504 if (op->contr->mode & PU_VALUABLES) 1257 if (op->contr->mode & PU_VALUABLES)
1505 { 1258 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1259 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1260 {
1508 pick_up (op, tmp); 1261 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1262 continue;
1512 } 1263 }
1513 } 1264 }
1514 1265
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1266 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1267 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1268 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1269 {
1519 pick_up (op, tmp); 1270 pick_up (op, tmp);
1271 continue;
1520 if (0) 1272 }
1521 fprintf (stderr, "JEWELS\n"); 1273
1274 /* we don't forget dragon food */
1275 if (op->contr->mode & PU_FLESH)
1276 if (tmp->type == FLESH)
1277 {
1278 pick_up (op, tmp);
1522 continue; 1279 continue;
1523 } 1280 }
1524 1281
1525 /* bows and arrows. Bows are good for selling! */ 1282 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1283 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1284 if (tmp->type == BOW)
1528 { 1285 {
1529 pick_up (op, tmp); 1286 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1287 continue;
1533 } 1288 }
1289
1534 if (op->contr->mode & PU_ARROW) 1290 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1291 if (tmp->type == ARROW)
1536 { 1292 {
1537 pick_up (op, tmp); 1293 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1294 continue;
1541 } 1295 }
1542 1296
1543 /* all kinds of armor etc. */ 1297 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1298 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1299 if (tmp->type == ARMOUR)
1546 { 1300 {
1547 pick_up (op, tmp); 1301 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1302 continue;
1551 } 1303 }
1304
1552 if (op->contr->mode & PU_HELMET) 1305 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1306 if (tmp->type == HELMET)
1554 { 1307 {
1555 pick_up (op, tmp); 1308 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1309 continue;
1559 } 1310 }
1311
1560 if (op->contr->mode & PU_SHIELD) 1312 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1313 if (tmp->type == SHIELD)
1562 { 1314 {
1563 pick_up (op, tmp); 1315 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1316 continue;
1567 } 1317 }
1318
1568 if (op->contr->mode & PU_BOOTS) 1319 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1320 if (tmp->type == BOOTS)
1570 { 1321 {
1571 pick_up (op, tmp); 1322 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1323 continue;
1575 } 1324 }
1325
1576 if (op->contr->mode & PU_GLOVES) 1326 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1327 if (tmp->type == GLOVES)
1578 { 1328 {
1579 pick_up (op, tmp); 1329 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1330 continue;
1583 } 1331 }
1332
1584 if (op->contr->mode & PU_CLOAK) 1333 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1334 if (tmp->type == CLOAK)
1586 { 1335 {
1587 pick_up (op, tmp); 1336 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1337 continue;
1591 } 1338 }
1592 1339
1593 /* hoping to catch throwing daggers here */ 1340 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1341 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1342 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1343 {
1597 pick_up (op, tmp); 1344 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1345 continue;
1601 } 1346 }
1602 1347
1603 /* careful: chairs and tables are weapons! */ 1348 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1349 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1352 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1353 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1354 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1355 {
1611 pick_up (op, tmp); 1356 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1357 continue;
1615 } 1358 }
1616 } 1359 }
1360
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1361 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1362 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1363 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1364 {
1621 pick_up (op, tmp); 1365 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1366 continue;
1625 } 1367 }
1626 } 1368 }
1627 } 1369 }
1628 1370
1629 /* misc stuff that's useful */ 1371 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1372 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1373 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1374 {
1633 pick_up (op, tmp); 1375 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1376 continue;
1637 } 1377 }
1638 1378
1639 /* any of the last 4 bits set means we use the ratio for value 1379 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1380 * pickups */
1662 continue; 1402 continue;
1663 } 1403 }
1664 } 1404 }
1665 } /* the new pickup model */ 1405 } /* the new pickup model */
1666 } 1406 }
1407
1667 return !stop; 1408 return !stop;
1668} 1409}
1669 1410
1670/* 1411/*
1671 * Find an arrow in the inventory and after that 1412 * Find an arrow in the inventory and after that
1770 1511
1771object * 1512object *
1772pick_arrow_target (object *op, const char *type, int dir) 1513pick_arrow_target (object *op, const char *type, int dir)
1773{ 1514{
1774 object *tmp = NULL; 1515 object *tmp = NULL;
1775 mapstruct *m; 1516 maptile *m;
1776 int i, mflags, found, number; 1517 int i, mflags, found, number;
1777 sint16 x, y; 1518 sint16 x, y;
1778 1519
1779 if (op->map == NULL) 1520 if (op->map == NULL)
1780 return find_arrow (op, type); 1521 return find_arrow (op, type);
1840 */ 1581 */
1841int 1582int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1583fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1584{
1844 object *left, *bow; 1585 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1586 int bowspeed, mflags;
1847 mapstruct *m; 1587 maptile *m;
1848 1588
1849 if (!dir) 1589 if (!dir)
1850 { 1590 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1591 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1592 return 0;
1853 } 1593 }
1594
1854 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1596 bow = op->contr->ranges[range_bow];
1856 else 1597 else
1857 { 1598 {
1858 for (bow = op->inv; bow; bow = bow->below) 1599 for (bow = op->inv; bow; bow = bow->below)
1866 { 1607 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1609 return 0;
1869 } 1610 }
1870 } 1611 }
1612
1871 if (!bow->race || !bow->skill) 1613 if (!bow->race || !bow->skill)
1872 { 1614 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1616 return 0;
1875 } 1617 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1619 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1620
1879 /* penalize ROF for bestarrow */ 1621 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1622 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1623 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624
1882 if (bowspeed < 1) 1625 if (bowspeed < 1)
1883 bowspeed = 1; 1626 bowspeed = 1;
1884 1627
1885 if (arrow == NULL) 1628 if (arrow == NULL)
1886 { 1629 {
1892 else 1635 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1636 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1637 return 0;
1895 } 1638 }
1896 } 1639 }
1640
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1641 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1642 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1643 return 0;
1901 } 1644
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1645 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1646 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1647 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1648 return 0;
1906 } 1649 }
1907 1650
1908 /* this should not happen, but sometimes does */ 1651 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1652 if (arrow->nrof == 0)
1910 { 1653 {
1911 remove_ob (arrow); 1654 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1655 return 0;
1914 } 1656 }
1915 1657
1916 left = arrow; /* these are arrows left to the player */ 1658 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1659 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1660 if (!arrow)
1920 { 1661 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1662 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1663 return 0;
1923 } 1664 }
1924 set_owner (arrow, op); 1665
1666 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1667 arrow->skill = bow->skill;
1926 1668
1927 arrow->direction = dir; 1669 arrow->direction = dir;
1928 arrow->x = sx; 1670 arrow->x = sx;
1929 arrow->y = sy; 1671 arrow->y = sy;
1930 1672
1931 if (op->type == PLAYER) 1673 if (op->type == PLAYER)
1932 { 1674 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1676 op->update_stats ();
1935 } 1677 }
1936 1678
1937 SET_ANIMATION (arrow, arrow->direction); 1679 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1681 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1682 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1683 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1684 arrow->spellarg = strdup (arrow->slaying);
1943 1685
1944 /* Note that this was different for monsters - they got their level 1686 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1687 * added to the damage. I think the strength bonus is more proper.
1946 */ 1688 */
1947 1689
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1708 }
1967 else 1709 else
1968 { 1710 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1712 arrow->level = op->level;
1972 } 1713 }
1714
1973 if (arrow->attacktype == AT_PHYSICAL) 1715 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1717
1975 if (bow->slaying != NULL) 1718 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1719 arrow->slaying = bow->slaying;
1977 1720
1978 arrow->map = m; 1721 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1722 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1724
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1725 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); 1726 insert_ob_in_map (arrow, m, op, 0);
1985 1727
1986 if (!was_destroyed (arrow, tag)) 1728 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1729 move_arrow (arrow);
1988 1730
1989 if (op->type == PLAYER) 1731 if (op->type == PLAYER)
1990 { 1732 {
1991 if (was_destroyed (left, left_tag)) 1733 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1734 esrv_del_item (op->contr, left->count);
1993 else 1735 else
1994 esrv_send_item (op, left); 1736 esrv_send_item (op, left);
1995 } 1737 }
1738
1996 return 1; 1739 return 1;
1997} 1740}
1998 1741
1999/* Special fire code for players - this takes into 1742/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1743 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1839 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1840 item->face = item->arch->clone.face;
2098 item->speed = 0; 1841 item->speed = 0;
2099 update_ob_speed (item); 1842 update_ob_speed (item);
2100 } 1843 }
2101 if ((tmp = is_player_inv (item))) 1844 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1845 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1846 }
2104 } 1847 }
2105 else if (item->type == ROD || item->type == HORN) 1848 else if (item->type == ROD || item->type == HORN)
2106 { 1849 {
2136 case range_misc: 1879 case range_misc:
2137 fire_misc_object (op, dir); 1880 fire_misc_object (op, dir);
2138 return; 1881 return;
2139 1882
2140 case range_golem: /* Control summoned monsters from scrolls */ 1883 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) 1884 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1885 {
2143 op->contr->ranges[range_golem] = NULL; 1886 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1887 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1888 }
2147 else 1889 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1890 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1891 return;
2150 1892
2257 * 0 otherwise 1999 * 0 otherwise
2258 */ 2000 */
2259static int 2001static int
2260player_attack_door (object *op, object *door) 2002player_attack_door (object *op, object *door)
2261{ 2003{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2004 /* 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 - 2005 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2006 * otherwise, we fall through to the rest of the code.
2266 */ 2007 */
2267 object *key = find_key (op, op, door); 2008 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2046 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2047 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2048 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2049 * going to try and move (not fire weapons).
2309 */ 2050 */
2310
2311void 2051void
2312move_player_attack (object *op, int dir) 2052move_player_attack (object *op, int dir)
2313{ 2053{
2314 object *tmp, *mon; 2054 object *tmp, *mon;
2315 sint16 nx, ny; 2055 sint16 nx, ny;
2316 int on_battleground; 2056 int on_battleground;
2317 mapstruct *m; 2057 maptile *m;
2318 2058
2319 nx = freearr_x[dir] + op->x; 2059 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2060 ny = freearr_y[dir] + op->y;
2321 2061
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2062 on_battleground = op_on_battleground (op, 0, 0);
2323 2063
2324 /* If braced, or can't move to the square, and it is not out of the 2064 /* 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 2065 * 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 2066 * 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 2067 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2079 return; /* Don't think this should happen */
2340 } 2080 }
2341 else 2081 else
2342 m = op->map; 2082 m = op->map;
2343 2083
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2085 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2087 return;
2348 } 2088 }
2349 2089
2350 mon = NULL; 2090 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2091 /* 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. 2092 * 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 2093 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2094 * on the space
2355 */ 2095 */
2356 while (tmp != NULL) 2096 while (tmp)
2357 { 2097 {
2358 if (tmp == op) 2098 if (tmp == op)
2359 { 2099 {
2360 tmp = tmp->above; 2100 tmp = tmp->above;
2361 continue; 2101 continue;
2362 } 2102 }
2103
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2104 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2105 {
2365 mon = tmp; 2106 mon = tmp;
2366 break; 2107 break;
2367 } 2108 }
2109
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2110 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2111 mon = tmp;
2112
2370 tmp = tmp->above; 2113 tmp = tmp->above;
2371 } 2114 }
2372 2115
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2116 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2117 return; /* into a wall */
2375 2118
2376 if (mon->head != NULL) 2119 if (mon->head)
2377 mon = mon->head; 2120 mon = mon->head;
2378 2121
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2122 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2123 if (player_attack_door (op, mon))
2381 return; 2124 return;
2393 * player owns it and it is either friendly or unagressive. 2136 * player owns it and it is either friendly or unagressive.
2394 */ 2137 */
2395 if ((op->type == PLAYER) 2138 if ((op->type == PLAYER)
2396#if COZY_SERVER 2139#if COZY_SERVER
2397 && 2140 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2141 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2142 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2143#else
2401 && get_owner (mon) == op 2144 && mon->owner == op
2402#endif 2145#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2146 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2147 {
2405 /* If we're braced, we don't want to switch places with it */ 2148 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2149 if (op->contr->braced)
2418 * attack them either. 2161 * attack them either.
2419 */ 2162 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2163 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2164 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2165#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2166 (op->contr->peaceful
2424 || (mon->type == PLAYER 2167 || (mon->type == PLAYER
2425 && mon->contr-> 2168 && mon->contr->
2426 peaceful)) && 2169 peaceful)) &&
2427#else 2170#else
2428 op->contr->peaceful && 2171 op->contr->peaceful &&
2429#endif 2172#endif
2430 !on_battleground)) 2173 !on_battleground))
2431 { 2174 {
2432 if (!op->contr->braced) 2175 if (!op->contr->braced)
2433 { 2176 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2177 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2178 (void) push_ob (mon, dir, op);
2436 } 2179 }
2437 else 2180 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2181 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2182
2441 if (op->contr->tmp_invis || op->hide) 2183 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2184 make_visible (op);
2443 } 2185 }
2444 2186
2445 /* If the object is a boulder or other rollable object, then 2187 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2215 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2216
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2217 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2218 }
2477 2219
2478 skill_attack (mon, op, 0, NULL, NULL); 2220 skill_attack (mon, op, 0, 0, 0);
2479 2221
2480 /* If attacking another player, that player gets automatic 2222 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2223 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2224 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2225 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2227 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2228 {
2487 short luck = mon->stats.luck; 2229 short luck = mon->stats.luck;
2488 2230
2489 mon->contr->has_hit = 1; 2231 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2232 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2233 mon->stats.luck = luck;
2492 } 2234 }
2235
2493 if (action_makes_visible (op)) 2236 if (action_makes_visible (op))
2494 make_visible (op); 2237 make_visible (op);
2495 } 2238 }
2496 } /* if player should attack something */ 2239 } /* if player should attack something */
2497} 2240}
2532 2275
2533 /* Add special check for newcs players and fire on - this way, the 2276 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2277 * server can handle repeat firing.
2535 */ 2278 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2279 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2280 op->direction = dir;
2539 }
2540 else 2281 else
2541 {
2542 op->direction = 0; 2282 op->direction = 0;
2543 } 2283
2544 /* Update how the player looks. Use the facing, so direction may 2284 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2285 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2286 * for players.
2547 */ 2287 */
2548 animate_object (op, op->facing); 2288 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2333 /* 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 2334 * 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 2335 * 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. 2336 * put this in a a workaround to clean up the golem pointer.
2597 */ 2337 */
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))) 2338 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2339 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2340
2605 /* call this here - we also will call this in do_ericserver, but 2341 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2342 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2343 * called, so we recheck it here.
2608 */ 2344 */
2609 HandleClient (&op->contr->socket, op->contr); 2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2347 ;
2348
2610 if (op->speed_left < 0) 2349 if (op->speed_left < 0)
2611 return 0; 2350 return 0;
2612 2351
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2352 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2353 {
2623 if (op->speed_left > 0) 2362 if (op->speed_left > 0)
2624 return 1; 2363 return 1;
2625 else 2364 else
2626 return 0; 2365 return 0;
2627 } 2366 }
2367
2628 return 0; 2368 return 0;
2629} 2369}
2630 2370
2631int 2371int
2632save_life (object *op) 2372save_life (object *op)
2633{ 2373{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2374 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2375 return 0;
2638 2376
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2377 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2378 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2379 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2380 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)); 2381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2382
2644 if (op->contr) 2383 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2384 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2385
2647 free_object (tmp); 2386 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2387 CLEAR_FLAG (op, FLAG_LIFESAVE);
2388
2649 if (op->stats.hp < 0) 2389 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2390 op->stats.hp = op->stats.maxhp;
2391
2651 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2652 op->stats.food = 999; 2393 op->stats.food = 999;
2653 fix_player (op); 2394
2395 op->update_stats ();
2654 return 1; 2396 return 1;
2655 } 2397 }
2398
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2399 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2400 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2401 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2402 return 0;
2660} 2403}
2674 next = op->below; /* Make sure we have a good value, in case 2417 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2418 * we remove object 'op'
2676 */ 2419 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2420 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2421 {
2679 remove_ob (op); 2422 op->remove ();
2680 op->x = env->x; 2423 op->x = env->x;
2681 op->y = env->y; 2424 op->y = env->y;
2682 if (env->type == PLAYER) 2425 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2426 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2427 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2428 }
2686 else if (op->inv) 2429 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2430 remove_unpaid_objects (op->inv, env);
2431
2688 op = next; 2432 op = next;
2689 } 2433 }
2690} 2434}
2691
2692 2435
2693/* 2436/*
2694 * Returns pointer a static string containing gravestone text 2437 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2438 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2439 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2450 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2451 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2452 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2453 else
2711 sprintf (buf, "%s\n", &op->name); 2454 sprintf (buf, "%s\n", &op->name);
2455
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2457 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2459 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2460 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2461 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2462
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2464 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2721 { 2466 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2467 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2468 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2469 strcat (buf2, buf);
2725 } 2470 }
2471
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2472 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2473 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2474 strcat (buf2, buf);
2475
2729 return buf2; 2476 return buf2;
2730} 2477}
2731
2732
2733 2478
2734void 2479void
2735do_some_living (object *op) 2480do_some_living (object *op)
2736{ 2481{
2737 int last_food = op->stats.food; 2482 int last_food = op->stats.food;
2746 const int max_grace = 1; 2491 const int max_grace = 1;
2747 2492
2748 if (op->contr->outputs_sync) 2493 if (op->contr->outputs_sync)
2749 { 2494 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2495 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) 2496 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]); 2497 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2498 }
2754 2499
2755 if (op->contr->state == ST_PLAYING) 2500 if (op->contr->ns->state == ST_PLAYING)
2756 { 2501 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2502 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2503 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2504 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2505 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2506 else
2763 { 2507 {
2764 gen_hp = op->stats.maxhp; 2508 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2509 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2510 }
2511
2767 if (op->contr->gen_sp >= 0) 2512 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2513 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2514 else
2770 { 2515 {
2771 gen_sp = op->stats.maxsp; 2516 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2517 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2518 }
2519
2774 if (op->contr->gen_grace >= 0) 2520 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2521 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2522 else
2777 { 2523 {
2778 gen_grace = op->stats.maxgrace; 2524 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2542 op->stats.food = last_food;
2797 } 2543 }
2798 } 2544 }
2545
2799 if (max_sp > 1) 2546 if (max_sp > 1)
2800 { 2547 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2548 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2549 if (over_sp > 0)
2803 { 2550 {
2804 if (op->stats.sp < op->stats.maxsp) 2551 if (op->stats.sp < op->stats.maxsp)
2805 { 2552 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2553 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2554
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2555 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2556 op->stats.sp--;
2557
2809 if (op->stats.sp > op->stats.maxsp) 2558 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2559 op->stats.sp = op->stats.maxsp;
2811 } 2560 }
2812 op->last_sp = 0; 2561 op->last_sp = 0;
2813 } 2562 }
2814 else 2563 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2564 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2565 }
2819 else 2566 else
2820 {
2821 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);
2822 }
2823 } 2568 }
2824 2569
2825 /* Regenerate Grace */ 2570 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2571 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2572 if (--op->last_grace < 0)
2828 { 2573 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2574 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2575 op->stats.grace++; /* no penalty in food for regaining grace */
2576
2831 if (max_grace > 1) 2577 if (max_grace > 1)
2832 { 2578 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2579 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2580 if (over_grace > 0)
2835 { 2581 {
2863 op->stats.food += op->contr->digestion; 2609 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2610 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2611 op->stats.food = last_food;
2866 } 2612 }
2867 } 2613 }
2614
2868 if (max_hp > 1) 2615 if (max_hp > 1)
2869 { 2616 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2617 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2618 if (over_hp > 0)
2872 { 2619 {
2896 2643
2897 if (op->contr->gen_hp > 0) 2644 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2645 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2646 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2648
2901 /* dms do not consume food */ 2649 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2650 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2651 op->stats.food--;
2904 } 2652 }
2905 }
2906 2653
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2654 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2655 {
2909 object *tmp, *flesh = NULL; 2656 object *tmp, *flesh = 0;
2910 2657
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2658 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2659 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2660 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2661 {
2662 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2664 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2665 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2666 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2667 break;
2921 } 2668 }
2922 else if (tmp->type == FLESH) 2669 else if (tmp->type == FLESH)
2923 flesh = tmp; 2670 flesh = tmp;
2924 } /* End if paid for object */ 2671 } /* End if paid for object */
2925 } /* end of for loop */ 2672 } /* end of for loop */
2673
2926 /* If player is still starving, it means they don't have any food, so 2674 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2675 * eat flesh instead.
2928 */ 2676 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2677 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2678 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2680 manual_apply (op, flesh, 0);
2933 } 2681 }
2934 } /* end if player is starving */ 2682 }
2935 2683
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2684 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2685 op->stats.food++, op->stats.hp--;
2938 2686
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2687 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2688 kill_player (op);
2689 }
2941} 2690}
2942
2943
2944 2691
2945/* If the player should die (lack of hp, food, etc), we call this. 2692/* 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 2693 * 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 2694 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2695 * file.
2952{ 2699{
2953 char buf[MAX_BUF]; 2700 char buf[MAX_BUF];
2954 int x, y; 2701 int x, y;
2955 2702
2956 //int i; 2703 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2704 maptile *map; /* this is for resurrection */
2958 2705
2959 /* int z; 2706 /* int z;
2960 int num_stats_lose; 2707 int num_stats_lose;
2961 int lost_a_stat; 2708 int lost_a_stat;
2962 int lose_this_stat; 2709 int lose_this_stat;
2981 /* restore player */ 2728 /* restore player */
2982 at = archetype::find ("poisoning"); 2729 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2730 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2731 if (tmp)
2985 { 2732 {
2986 remove_ob (tmp); 2733 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2734 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2735 }
2990 2736
2991 at = archetype::find ("confusion"); 2737 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2738 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2739 if (tmp)
2994 { 2740 {
2995 remove_ob (tmp); 2741 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2743 }
2999 2744
3000 cure_disease (op, 0); /* remove any disease */ 2745 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2802 x = op->x;
3058 y = op->y; 2803 y = op->y;
3059 map = op->map; 2804 map = op->map;
3060 2805
3061 2806
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2808 * 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. 2809 * See the config.h file for a little more in depth detail about this.
3067 */ 2810 */
3068 2811
3069 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2814 * of death.
3072 */ 2815 */
3073#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3075 { 2818 {
3076 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2821 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2824 little bit harder. */
3082 /* GD */ 2825 /* GD */
3083 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2827 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2828 else
3089 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
2832 {
3090 num_stats_lose = 1; 2833 num_stats_lose = 1;
3091 } 2834 }
3092 lost_a_stat = 0; 2835 lost_a_stat = 0;
3093 2836
3094 for (z = 0; z < num_stats_lose; z++) 2837 for (z = 0; z < num_stats_lose; z++)
3095 { 2838 {
3096 i = RANDOM () % NUM_STATS; 2839 i = RANDOM () % NUM_STATS;
3097 2840
3098 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3099 { 2842 {
3100 /* Pick a random stat and take a point off it. Tell the player 2843 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2844 * what he lost.
3102 */ 2845 */
3103 change_attr_value (&(op->stats), i, -1); 2846 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2847 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2848 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2849 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2851 lost_a_stat = 1;
2852 }
2853 else
2854 {
2855 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion");
2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2861 {
2862 dep = arch_to_object (deparch);
2863 insert_ob_in_ob (dep, op);
3109 } 2864 }
3110 else 2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
3111 { 2867 {
3112 /* deplete a stat */ 2868 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2869 /* Get the stat that we're about to deplete. */
3114 object *dep; 2870 this_stat = get_attr_value (&(dep->stats), i);
3115 2871 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2872 {
3119 dep = arch_to_object (deparch); 2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2874 int keep_chance = this_stat * this_stat;
3121 } 2875
3122 lose_this_stat = 1; 2876 /* 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) 2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2882 {
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; 2883 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2884 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2885 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 } 2886 }
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 */ 2887 else
3164 if (this_stat >= -50)
3165 { 2888 {
3166 change_attr_value (&(dep->stats), i, -1); 2889 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; 2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2894 }
3172 } 2895 }
3173 } 2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2901 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low
2904 * and should be roughly the same, so it shouldn't make a
2905 * difference.
2906 */
2907 if (this_stat >= -50)
2908 {
2909 change_attr_value (&(dep->stats), i, -1);
2910 SET_FLAG (dep, FLAG_APPLIED);
2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912 op->update_stats ();
2913 lost_a_stat = 1;
2914 }
3174 } 2915 }
2916 }
2917 }
3175 /* If no stat lost, tell the player. */ 2918 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2919 if (!lost_a_stat)
3177 { 2920 {
3178 /* determine_god() seems to not work sometimes... why is this? 2921 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2922 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2923 const char *god = determine_god (op);
3181 2924
3182 if (god && (strcmp (god, "none"))) 2925 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); 2926 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2927 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2929 }
2930#else
2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2932#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 2933
3190 /* Put a gravestone up where the character 'almost' died. List the 2934 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2935 * exp loss on the stone.
3192 */ 2936 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2937 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2938 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2939 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2940 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2941 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); 2942 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; 2943 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2946
3203 /**************************************/ 2947 /**************************************/
3204 /* */ 2948 /* */
3205 /* Subtract the experience points, */ 2949 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2950 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2951 /* food, and reset HP's... */
3208 /* */ 2952 /* */
3209
3210 /**************************************/ 2953 /**************************************/
3211 2954
3212 /* remove any poisoning and confusion the character may be suffering. */ 2955 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2956 /* restore player */
3214 at = archetype::find ("poisoning"); 2957 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2958 tmp = present_arch_in_ob (at, op);
2959
3216 if (tmp) 2960 if (tmp)
3217 { 2961 {
3218 remove_ob (tmp); 2962 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2964 }
3222 2965
3223 at = archetype::find ("confusion"); 2966 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2967 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2968 if (tmp)
3226 { 2969 {
3227 remove_ob (tmp); 2970 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2972 }
2973
3231 cure_disease (op, 0); /* remove any disease */ 2974 cure_disease (op, 0); /* remove any disease */
3232 2975
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2976 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2977 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2978 if (op->stats.food < 100)
3236 op->stats.food = 900; 2979 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2980 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2983
3241 /* 2984 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2985 * 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 2986 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2987 * in the map.
3245 */ 2988 */
3246 2989
3247 if (is_in_shop (op)) 2990 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2991 remove_unpaid_objects (op->inv, op);
3249 2992
3250 /****************************************/ 2993 /****************************************/
3251 /* */ 2994 /* */
3252 /* Move player to his current respawn- */ 2995 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2996 /* position (usually last savebed) */
3254 /* */ 2997 /* */
3255
3256 /****************************************/ 2998 /****************************************/
3257 2999
3258 enter_player_savebed (op); 3000 enter_player_savebed (op);
3259 3001
3260 /* Save the player before inserting the force to reduce 3002 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3003 * chance of abuse.
3262 */ 3004 */
3263 op->contr->braced = 0; 3005 op->contr->braced = 0;
3264 save_player (op, 1); 3006 op->contr->save ();
3265 3007
3266 /* it is possible that the player has blown something up 3008 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3009 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3010 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3011 * on the space that might harm the player.
3270 */ 3012 */
3271 will_kill_again = 0; 3013 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3015 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3016 will_kill_again |= tmp->attacktype;
3276 } 3017
3277 if (will_kill_again) 3018 if (will_kill_again)
3278 { 3019 {
3279 object *force; 3020 object *force;
3280 int at; 3021 int at;
3281 3022
3282 force = get_archetype (FORCE_NAME); 3023 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3024 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3025 force->speed = 0.1;
3285 force->speed_left = -5.0; 3026 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3027 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3028 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3029 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3030 force->resist[at] = 100;
3291 } 3031
3292 insert_ob_in_ob (force, op); 3032 insert_ob_in_ob (force, op);
3293 fix_player (op); 3033 op->update_stats ();
3294 3034
3295 } 3035 }
3296 3036
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3037 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} 3038}
3366
3367 3039
3368void 3040void
3369loot_object (object *op) 3041loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3042{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3043 object *tmp, *tmp2, *next;
3372 3044
3373 if (op->container) 3045 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3046 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3047
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3048 for (tmp = op->inv; tmp; tmp = next)
3379 { 3049 {
3380 next = tmp->below; 3050 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3051
3052 if (tmp->invisible)
3382 continue; 3053 continue;
3383 remove_ob (tmp); 3054
3055 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3056 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3057 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3058 { /* empty container to ground */
3387 loot_object (tmp); 3059 loot_object (tmp);
3388 } 3060 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3061 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3062 {
3391 if (tmp->nrof > 1) 3063 if (tmp->nrof > 1)
3392 { 3064 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3066 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3067 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3068 }
3397 else 3069 else
3398 free_object (tmp); 3070 tmp->destroy ();
3399 } 3071 }
3400 else 3072 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3073 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3074 }
3403} 3075}
3409 */ 3081 */
3410 3082
3411void 3083void
3412fix_weight (void) 3084fix_weight (void)
3413{ 3085{
3414 player *pl; 3086 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3087 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3089
3420 if (old == sum) 3090 if (old == sum)
3421 continue; 3091 continue;
3422 fix_player (pl->ob); 3092 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3094 }
3425} 3095}
3426 3096
3427void 3097void
3428fix_luck (void) 3098fix_luck (void)
3429{ 3099{
3430 player *pl; 3100 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3101 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3102 pl->ob->change_luck (0);
3435} 3103}
3436
3437 3104
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3105/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3106 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3107 * just treat this as any other spell casting object.
3441 */ 3108 */
3442
3443void 3109void
3444cast_dust (object *op, object *throw_ob, int dir) 3110cast_dust (object *op, object *throw_ob, int dir)
3445{ 3111{
3446 object *skop, *spob; 3112 object *skop, *spob;
3447 3113
3468 if (op->type == PLAYER) 3134 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3135 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3136
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3137 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3138
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3139 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3140}
3477 3141
3478void 3142void
3479make_visible (object *op) 3143make_visible (object *op)
3480{ 3144{
3494 object *tmp = NULL; 3158 object *tmp = NULL;
3495 3159
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3161 return 1;
3498 3162
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; 3163 return 0;
3505} 3164}
3506 3165
3507/* look at the surrounding terrain to determine 3166/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3167 * the hideability of this object. Positive levels
3596int 3255int
3597stand_near_hostile (object *who) 3256stand_near_hostile (object *who)
3598{ 3257{
3599 object *tmp = NULL; 3258 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3259 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3260 maptile *m;
3602 sint16 x, y; 3261 sint16 x, y;
3603 3262
3604 if (!who) 3263 if (!who)
3605 return 0; 3264 return 0;
3606 3265
3623 if (mflags & P_OUT_OF_MAP) 3282 if (mflags & P_OUT_OF_MAP)
3624 continue; 3283 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3284 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3285 continue;
3627 3286
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3287 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3288 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3289 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3290 return 1;
3632 else if (tmp->type == PLAYER) 3291 else if (tmp->type == PLAYER)
3633 { 3292 {
3687 3346
3688 /* only the viewable area the player sees is updated by LOS 3347 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3348 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3349 * for any meaningful values.
3691 */ 3350 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3354 return 1;
3696 op = op->more; 3355 op = op->more;
3697 } 3356 }
3698 return 0; 3357 return 0;
3699} 3358}
3885 { 3544 {
3886 /* forces in the treasurelist can alter the player's stats */ 3545 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3546 object *skin;
3888 3547
3889 /* first get the dragon skin force */ 3548 /* first get the dragon skin force */
3549 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); 3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3551 ;
3552
3891 if (skin == NULL) 3553 if (!skin)
3892 return; 3554 return;
3893 3555
3894 /* adding new spellpath attunements */ 3556 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3558 {

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