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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 1.64 by root, Tue Dec 26 03:35:59 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
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
321/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
323 * mode. 365 * mode.
324 */ 366 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
330 371
331 p = get_player (NULL); 372 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);
343 373
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; 374 return pl;
351} 375}
352 376
353/* 377/*
354 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
364 { 388 {
365 if (at == NULL || at->next == NULL) 389 if (at == NULL || at->next == NULL)
366 at = first_archetype; 390 at = first_archetype;
367 else 391 else
368 at = at->next; 392 at = at->next;
393
369 if (at->clone.type == PLAYER) 394 if (at->clone.type == PLAYER)
370 return at; 395 return at;
396
371 if (at == start) 397 if (at == start)
372 { 398 {
373 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 400 exit (-1);
375 } 401 }
376 } 402 }
377} 403}
378 404
379
380object * 405object *
381get_nearest_player (object *mon) 406get_nearest_player (object *mon)
382{ 407{
383 object *op = NULL; 408 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 409 objectlink *ol;
386 unsigned lastdist; 410 unsigned lastdist;
387 rv_vector rv; 411 rv_vector rv;
388 412
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 445 {
422 op = ol->ob; 446 op = ol->ob;
423 lastdist = rv.distance; 447 lastdist = rv.distance;
424 } 448 }
425 } 449 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 450
427 { 451 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
432 { 454 {
433 op = pl->ob; 455 op = pl->ob;
434 lastdist = rv.distance; 456 lastdist = rv.distance;
435 } 457 }
436 } 458
437 }
438#if 0 459#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 461#endif
441 return op; 462 return op;
442} 463}
460 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 483 * is probably not a good thing.
463 */ 484 */
464#define MAX_SPACES 50 485#define MAX_SPACES 50
465
466 486
467/* 487/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * 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) 509path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 510{
491 rv_vector rv; 511 rv_vector rv;
492 sint16 x, y; 512 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 514 maptile *m, *lastmap;
495 515
496 get_rangevector (mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
497 517
498 if (rv.distance < mindiff) 518 if (rv.distance < mindiff)
499 return 0; 519 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 663 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 664 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 665 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 666 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 667 {
648 remove_ob (op); 668 op->destroy ();
649 free_object (op);
650 continue; 669 continue;
651 } 670 }
652 } 671 }
653 672
654 /* This really needs to be better - we should really give 673 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 684 if (tmp->type == op->type && tmp->name == op->name)
666 break; 685 break;
667 686
668 if (tmp) 687 if (tmp)
669 { 688 {
670 remove_ob (op); 689 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 691 continue;
674 } 692 }
693
675 if (op->nrof > 1) 694 if (op->nrof > 1)
676 op->nrof = 1; 695 op->nrof = 1;
677 } 696 }
678 697
679 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 710 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 711 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 712 }
694 if (op->type == SPELL) 713 if (op->type == SPELL)
695 { 714 {
696 remove_ob (op); 715 op->destroy ();
697 free_object (op);
698 continue; 716 continue;
699 } 717 }
700 else if (op->type == SKILL) 718 else if (op->type == SKILL)
701 { 719 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 720 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 729 /* Need to set up the skill pointers */
712 link_player_skills (pl); 730 link_player_skills (pl);
713} 731}
714 732
715void 733void
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) 734get_party_password (object *op, partylist *party)
800{ 735{
801 if (party == NULL) 736 if (party == NULL)
802 { 737 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 739 return;
805 } 740 }
741
806 op->contr->write_buf[0] = '\0'; 742 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 746}
811
812 747
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 749static int
815roll_stat (void) 750roll_stat (void)
816{ 751{
817 int a[4], i, j, k; 752 int a[4], i, j, k;
818 753
819 for (i = 0; i < 4; i++) 754 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 758 if (a[i] < k)
824 k = a[i], j = i; 759 k = a[i], j = i;
825 760
826 for (i = 0, k = 0; i < 4; i++) 761 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 762 if (i != j)
829 k += a[i]; 763 k += a[i];
830 } 764
831 return k; 765 return k;
832} 766}
833 767
834void 768void
835roll_stats (object *op) 769object::roll_stats ()
836{ 770{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 771 int statsort [7];
840 772
841 do 773 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 } 774 {
852 while (sum < 82 || sum > 116); 775 int sum = 0;
776 for (int i = 7; i--; )
777 sum += statsort [i] = roll_stat ();
853 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
854 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 784 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;
862 785
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]; 786 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
887 793
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; 794 stats.exp = 0;
899 op->stats.ac = 0; 795 stats.ac = 0;
900 796
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; 797 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 798 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
803 contr->levhp[1] = 9;
804 contr->levsp[1] = 6;
805 contr->levgrace[1] = 3;
806
909 op->contr->orig_stats = op->stats; 807 contr->orig_stats = stats;
808 }
910} 809}
911 810
912void 811void
913Roll_Again (object *op) 812object::swap_stats (int a, int b)
914{ 813{
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); 814 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)); 815 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); 816 set_attr_value (&contr->orig_stats, b, tmp);
939 817
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; 818 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 819 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 820 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 821 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 822 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 823 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 824 stats.Cha = contr->orig_stats.Cha;
825
826 //TODO: the following code looks so borked and should, at the very least,
827 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 828 stats.ac = 0;
950 829
951 op->level = 1; 830 level = 1;
952 op->stats.exp = 0; 831 stats.exp = 0;
953 op->stats.ac = 0; 832 stats.ac = 0;
954 833
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; 834 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 835 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 836 stats.grace = stats.maxgrace;
837
838 if (contr)
839 {
840 contr->levhp[1] = 9;
841 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3;
843
963 op->contr->orig_stats = op->stats; 844 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 { 845 }
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} 846}
1041 847
1042/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1046 * not the class. 852 * not the class.
1047 */ 853 */
1048
1049int 854int
1050key_change_class (object *op, char key) 855key_change_class (object *op, char key)
1051{ 856{
1052 int tmp_loop; 857 int tmp_loop;
1053 858
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') 859 if (key == 'd' || key == 'D')
1061 { 860 {
1062 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
1063 862
1064 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 864 esrv_new_player (op->contr, op->weight + op->carrying);
865
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 866 treasurelist *tl = find_treasurelist ("starting_wealth");
867 if (tl)
868 create_treasure (tl, op, 0, 0, 0);
1067 869
1068 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
1070 872
1071 op->contr->state = ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
1072 874
1073 if (op->msg) 875 if (op->msg)
1074 op->msg = NULL; 876 op->msg = NULL;
1075 877
1076 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
1085 start_info (op); 887 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 889 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 890 link_player_skills (op);
1089 esrv_send_inventory (op, op); 891 esrv_send_inventory (op, op);
1090 fix_player (op); 892 op->update_stats ();
1091 893
1092 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1093 * is one for this race 895 * is one for this race
1094 */ 896 */
1095 if (*first_map_ext_path) 897 if (*first_map_ext_path)
1096 { 898 {
1097 object *tmp; 899 object *tmp;
1098 char mapname[MAX_BUF]; 900 char mapname[MAX_BUF];
1099 901
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 903 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 904 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 905 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 906 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 907 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1107 * default initial map */ 909 * default initial map */
1108 free_object (tmp); 910 tmp->destroy ();
1109 } 911 }
1110 else 912 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 914
1114 return 0; 915 return 0;
1115 } 916 }
1116 917
1117 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1122 while (!tmp_loop) 923 while (!tmp_loop)
1123 { 924 {
1124 shstr name = op->name; 925 shstr name = op->name;
1125 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
1126 927
1127 remove_statbonus (op); 928 op->remove_statbonus ();
1128 remove_ob (op); 929 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 930 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 931 op->arch->clone.copy_to (op);
1131 op->instantiate (); 932 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 934 op->name = op->name_pl = name;
1134 op->x = x; 935 op->x = x;
1135 op->y = y; 936 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 938 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 939 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 940 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 941 tmp_loop = allowed_class (op);
1141 } 942 }
1142 943
1143 update_object (op, UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 945 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 946 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 949 op->stats.grace = 0;
1149 950
1150 if (op->msg) 951 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 953
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1155} 956}
1156 957
1157int 958int
1158key_confirm_quit (object *op, char key) 959key_confirm_quit (object *op, char key)
1159{ 960{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 962 {
1164 op->contr->state = ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 965 return 1;
1167 } 966 }
1168 967
1169 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1174 op->direction = 0; 973 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 974 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 975
1177 strcpy (op->contr->killer, "quit"); 976 strcpy (op->contr->killer, "quit");
1178 check_score (op); 977 check_score (op);
1179 op->contr->party = NULL; 978 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 979 op->contr->own_title[0] = '\0';
1182 980
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 981 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 982
983 delete ob->contr;
984
1187 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 988 */
989 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 991
1193 { 992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1194 next = mp->next; 994 next = mp->next;
995
1195 if (!strncmp (mp->path, buf, strlen (buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 997 delete_map (mp);
1197 } 998 }
1198 999
1199 delete_character (op->name, 1); 1000 delete_character (ob->name, 1);
1200 }
1201 1001
1202 play_again (op);
1203 return 1; 1002 return 1;
1204} 1003}
1205 1004
1206void 1005void
1207flee_player (object *op) 1006flee_player (object *op)
1238 { 1037 {
1239 op->enemy = NULL; 1038 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1039 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1040 return;
1242 } 1041 }
1042
1243 get_rangevector (op, op->enemy, &rv, 0); 1043 get_rangevector (op, op->enemy, &rv, 0);
1244 1044
1245 dir = absdir (4 + rv.direction); 1045 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1046 for (diff = 0; diff < 3; diff++)
1247 { 1047 {
1248 int m = 1 - (RANDOM () & 2); 1048 int m = 1 - (RANDOM () & 2);
1249 1049
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1050 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1051 return;
1253 }
1254 } 1052 }
1053
1255 /* Cornered, get rid of scared */ 1054 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1055 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1056 op->enemy = NULL;
1258} 1057}
1259 1058
1264 */ 1063 */
1265int 1064int
1266check_pick (object *op) 1065check_pick (object *op)
1267{ 1066{
1268 object *tmp, *next; 1067 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1068 int stop = 0;
1271 int j, k, wvratio; 1069 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1070 char putstring[128], tmpstr[16];
1273 1071
1274
1275 /* if you're flying, you cna't pick up anything */ 1072 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1073 if (op->move_type & MOVE_FLYING)
1277 return 1; 1074 return 1;
1278 1075
1279 op_tag = op->count;
1280
1281 next = op->below; 1076 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1077
1285 /* loop while there are items on the floor that are not marked as 1078 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1079 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1080 while (next && !next->destroyed ())
1288 { 1081 {
1289 tmp = next; 1082 tmp = next;
1290 next = tmp->below; 1083 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1084
1294 if (was_destroyed (op, op_tag)) 1085 if (op->destroyed ())
1295 return 0; 1086 return 0;
1296 1087
1297 if (!can_pick (op, tmp)) 1088 if (!can_pick (op, tmp))
1298 continue; 1089 continue;
1299 1090
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1144 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)))); 1145 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1146 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 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)))); 1148 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1150 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 } 1151 }
1152
1389 /* philosophy: 1153 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1154 * 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 1155 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1156 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1157 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1158 * example.
1395 * The drawback: right now it has no frontend, so you need to 1159 * 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 1160 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1161 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1195 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1196 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1197 if (tmp->type == FOOD)
1434 { 1198 {
1435 pick_up (op, tmp); 1199 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1200 continue;
1439 } 1201 }
1202
1440 if (op->contr->mode & PU_DRINK) 1203 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1204 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1205 {
1443 pick_up (op, tmp); 1206 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1207 continue;
1447 } 1208 }
1448 1209
1449 if (op->contr->mode & PU_POTION) 1210 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1211 if (tmp->type == POTION)
1451 { 1212 {
1452 pick_up (op, tmp); 1213 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1214 continue;
1456 } 1215 }
1457 1216
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1217 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1218 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1219 if (tmp->type == SPELLBOOK)
1461 { 1220 {
1462 pick_up (op, tmp); 1221 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1222 continue;
1466 } 1223 }
1224
1467 if (op->contr->mode & PU_SKILLSCROLL) 1225 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1226 if (tmp->type == SKILLSCROLL)
1469 { 1227 {
1470 pick_up (op, tmp); 1228 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1229 continue;
1474 } 1230 }
1231
1475 if (op->contr->mode & PU_READABLES) 1232 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1233 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1234 {
1478 pick_up (op, tmp); 1235 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1236 continue;
1482 } 1237 }
1483 1238
1484 /* wands/staves/rods/horns */ 1239 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1240 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1241 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1242 {
1488 pick_up (op, tmp); 1243 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1244 continue;
1492 } 1245 }
1493 1246
1494 /* pick up all magical items */ 1247 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1248 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1249 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1250 {
1498 pick_up (op, tmp); 1251 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1252 continue;
1502 } 1253 }
1503 1254
1504 if (op->contr->mode & PU_VALUABLES) 1255 if (op->contr->mode & PU_VALUABLES)
1505 { 1256 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1257 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1258 {
1508 pick_up (op, tmp); 1259 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1260 continue;
1512 } 1261 }
1513 } 1262 }
1514 1263
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1264 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1265 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1266 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1267 {
1519 pick_up (op, tmp); 1268 pick_up (op, tmp);
1269 continue;
1520 if (0) 1270 }
1521 fprintf (stderr, "JEWELS\n"); 1271
1272 /* we don't forget dragon food */
1273 if (op->contr->mode & PU_FLESH)
1274 if (tmp->type == FLESH)
1275 {
1276 pick_up (op, tmp);
1522 continue; 1277 continue;
1523 } 1278 }
1524 1279
1525 /* bows and arrows. Bows are good for selling! */ 1280 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1281 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1282 if (tmp->type == BOW)
1528 { 1283 {
1529 pick_up (op, tmp); 1284 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1285 continue;
1533 } 1286 }
1287
1534 if (op->contr->mode & PU_ARROW) 1288 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1289 if (tmp->type == ARROW)
1536 { 1290 {
1537 pick_up (op, tmp); 1291 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1292 continue;
1541 } 1293 }
1542 1294
1543 /* all kinds of armor etc. */ 1295 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1296 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1297 if (tmp->type == ARMOUR)
1546 { 1298 {
1547 pick_up (op, tmp); 1299 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1300 continue;
1551 } 1301 }
1302
1552 if (op->contr->mode & PU_HELMET) 1303 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1304 if (tmp->type == HELMET)
1554 { 1305 {
1555 pick_up (op, tmp); 1306 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1307 continue;
1559 } 1308 }
1309
1560 if (op->contr->mode & PU_SHIELD) 1310 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1311 if (tmp->type == SHIELD)
1562 { 1312 {
1563 pick_up (op, tmp); 1313 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1314 continue;
1567 } 1315 }
1316
1568 if (op->contr->mode & PU_BOOTS) 1317 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1318 if (tmp->type == BOOTS)
1570 { 1319 {
1571 pick_up (op, tmp); 1320 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1321 continue;
1575 } 1322 }
1323
1576 if (op->contr->mode & PU_GLOVES) 1324 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1325 if (tmp->type == GLOVES)
1578 { 1326 {
1579 pick_up (op, tmp); 1327 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1328 continue;
1583 } 1329 }
1330
1584 if (op->contr->mode & PU_CLOAK) 1331 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1332 if (tmp->type == CLOAK)
1586 { 1333 {
1587 pick_up (op, tmp); 1334 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1335 continue;
1591 } 1336 }
1592 1337
1593 /* hoping to catch throwing daggers here */ 1338 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1339 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1340 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1341 {
1597 pick_up (op, tmp); 1342 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1343 continue;
1601 } 1344 }
1602 1345
1603 /* careful: chairs and tables are weapons! */ 1346 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1347 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1350 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1351 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1352 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1353 {
1611 pick_up (op, tmp); 1354 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1355 continue;
1615 } 1356 }
1616 } 1357 }
1358
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1359 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1360 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1361 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1362 {
1621 pick_up (op, tmp); 1363 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1364 continue;
1625 } 1365 }
1626 } 1366 }
1627 } 1367 }
1628 1368
1629 /* misc stuff that's useful */ 1369 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1370 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1371 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1372 {
1633 pick_up (op, tmp); 1373 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1374 continue;
1637 } 1375 }
1638 1376
1639 /* any of the last 4 bits set means we use the ratio for value 1377 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1378 * pickups */
1662 continue; 1400 continue;
1663 } 1401 }
1664 } 1402 }
1665 } /* the new pickup model */ 1403 } /* the new pickup model */
1666 } 1404 }
1405
1667 return !stop; 1406 return !stop;
1668} 1407}
1669 1408
1670/* 1409/*
1671 * Find an arrow in the inventory and after that 1410 * Find an arrow in the inventory and after that
1770 1509
1771object * 1510object *
1772pick_arrow_target (object *op, const char *type, int dir) 1511pick_arrow_target (object *op, const char *type, int dir)
1773{ 1512{
1774 object *tmp = NULL; 1513 object *tmp = NULL;
1775 mapstruct *m; 1514 maptile *m;
1776 int i, mflags, found, number; 1515 int i, mflags, found, number;
1777 sint16 x, y; 1516 sint16 x, y;
1778 1517
1779 if (op->map == NULL) 1518 if (op->map == NULL)
1780 return find_arrow (op, type); 1519 return find_arrow (op, type);
1840 */ 1579 */
1841int 1580int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1581fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1582{
1844 object *left, *bow; 1583 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1584 int bowspeed, mflags;
1847 mapstruct *m; 1585 maptile *m;
1848 1586
1849 if (!dir) 1587 if (!dir)
1850 { 1588 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1589 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1590 return 0;
1853 } 1591 }
1592
1854 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1594 bow = op->contr->ranges[range_bow];
1856 else 1595 else
1857 { 1596 {
1858 for (bow = op->inv; bow; bow = bow->below) 1597 for (bow = op->inv; bow; bow = bow->below)
1866 { 1605 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1606 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1607 return 0;
1869 } 1608 }
1870 } 1609 }
1610
1871 if (!bow->race || !bow->skill) 1611 if (!bow->race || !bow->skill)
1872 { 1612 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1614 return 0;
1875 } 1615 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1618
1879 /* penalize ROF for bestarrow */ 1619 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622
1882 if (bowspeed < 1) 1623 if (bowspeed < 1)
1883 bowspeed = 1; 1624 bowspeed = 1;
1884 1625
1885 if (arrow == NULL) 1626 if (arrow == NULL)
1886 { 1627 {
1892 else 1633 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1634 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1635 return 0;
1895 } 1636 }
1896 } 1637 }
1638
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1639 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1640 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1641 return 0;
1901 } 1642
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1643 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1644 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1646 return 0;
1906 } 1647 }
1907 1648
1908 /* this should not happen, but sometimes does */ 1649 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1650 if (arrow->nrof == 0)
1910 { 1651 {
1911 remove_ob (arrow); 1652 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1653 return 0;
1914 } 1654 }
1915 1655
1916 left = arrow; /* these are arrows left to the player */ 1656 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1657 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1658 if (!arrow)
1920 { 1659 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1660 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1661 return 0;
1923 } 1662 }
1924 set_owner (arrow, op); 1663
1664 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1665 arrow->skill = bow->skill;
1926 1666
1927 arrow->direction = dir; 1667 arrow->direction = dir;
1928 arrow->x = sx; 1668 arrow->x = sx;
1929 arrow->y = sy; 1669 arrow->y = sy;
1930 1670
1931 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1932 { 1672 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1674 op->update_stats ();
1935 } 1675 }
1936 1676
1937 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1943 1683
1944 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1946 */ 1686 */
1947 1687
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1705 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1706 }
1967 else 1707 else
1968 { 1708 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1709 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1710 arrow->level = op->level;
1972 } 1711 }
1712
1973 if (arrow->attacktype == AT_PHYSICAL) 1713 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1714 arrow->attacktype |= bow->attacktype;
1715
1975 if (bow->slaying != NULL) 1716 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1717 arrow->slaying = bow->slaying;
1977 1718
1978 arrow->map = m; 1719 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1720 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1721 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1722
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1723 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); 1724 insert_ob_in_map (arrow, m, op, 0);
1985 1725
1986 if (!was_destroyed (arrow, tag)) 1726 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1727 move_arrow (arrow);
1988 1728
1989 if (op->type == PLAYER) 1729 if (op->type == PLAYER)
1990 { 1730 {
1991 if (was_destroyed (left, left_tag)) 1731 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1732 esrv_del_item (op->contr, left->count);
1993 else 1733 else
1994 esrv_send_item (op, left); 1734 esrv_send_item (op, left);
1995 } 1735 }
1736
1996 return 1; 1737 return 1;
1997} 1738}
1998 1739
1999/* Special fire code for players - this takes into 1740/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1741 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1837 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1838 item->face = item->arch->clone.face;
2098 item->speed = 0; 1839 item->speed = 0;
2099 update_ob_speed (item); 1840 update_ob_speed (item);
2100 } 1841 }
2101 if ((tmp = is_player_inv (item))) 1842 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1843 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1844 }
2104 } 1845 }
2105 else if (item->type == ROD || item->type == HORN) 1846 else if (item->type == ROD || item->type == HORN)
2106 { 1847 {
2136 case range_misc: 1877 case range_misc:
2137 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
2138 return; 1879 return;
2139 1880
2140 case range_golem: /* Control summoned monsters from scrolls */ 1881 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) 1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1883 {
2143 op->contr->ranges[range_golem] = NULL; 1884 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1885 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1886 }
2147 else 1887 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1888 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1889 return;
2150 1890
2257 * 0 otherwise 1997 * 0 otherwise
2258 */ 1998 */
2259static int 1999static int
2260player_attack_door (object *op, object *door) 2000player_attack_door (object *op, object *door)
2261{ 2001{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2002 /* 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 - 2003 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2004 * otherwise, we fall through to the rest of the code.
2266 */ 2005 */
2267 object *key = find_key (op, op, door); 2006 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2044 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2045 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2046 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2047 * going to try and move (not fire weapons).
2309 */ 2048 */
2310
2311void 2049void
2312move_player_attack (object *op, int dir) 2050move_player_attack (object *op, int dir)
2313{ 2051{
2314 object *tmp, *mon; 2052 object *tmp, *mon;
2315 sint16 nx, ny; 2053 sint16 nx, ny;
2316 int on_battleground; 2054 int on_battleground;
2317 mapstruct *m; 2055 maptile *m;
2318 2056
2319 nx = freearr_x[dir] + op->x; 2057 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2058 ny = freearr_y[dir] + op->y;
2321 2059
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2060 on_battleground = op_on_battleground (op, 0, 0);
2323 2061
2324 /* If braced, or can't move to the square, and it is not out of the 2062 /* 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 2063 * 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 2064 * 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 2065 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2077 return; /* Don't think this should happen */
2340 } 2078 }
2341 else 2079 else
2342 m = op->map; 2080 m = op->map;
2343 2081
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2083 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2085 return;
2348 } 2086 }
2349 2087
2350 mon = NULL; 2088 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2089 /* 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. 2090 * 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 2091 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2092 * on the space
2355 */ 2093 */
2356 while (tmp != NULL) 2094 while (tmp)
2357 { 2095 {
2358 if (tmp == op) 2096 if (tmp == op)
2359 { 2097 {
2360 tmp = tmp->above; 2098 tmp = tmp->above;
2361 continue; 2099 continue;
2362 } 2100 }
2101
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2102 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2103 {
2365 mon = tmp; 2104 mon = tmp;
2366 break; 2105 break;
2367 } 2106 }
2107
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2108 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2109 mon = tmp;
2110
2370 tmp = tmp->above; 2111 tmp = tmp->above;
2371 } 2112 }
2372 2113
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2114 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2115 return; /* into a wall */
2375 2116
2376 if (mon->head != NULL) 2117 if (mon->head)
2377 mon = mon->head; 2118 mon = mon->head;
2378 2119
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2120 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2121 if (player_attack_door (op, mon))
2381 return; 2122 return;
2393 * player owns it and it is either friendly or unagressive. 2134 * player owns it and it is either friendly or unagressive.
2394 */ 2135 */
2395 if ((op->type == PLAYER) 2136 if ((op->type == PLAYER)
2396#if COZY_SERVER 2137#if COZY_SERVER
2397 && 2138 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2139 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2140 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2141#else
2401 && get_owner (mon) == op 2142 && mon->owner == op
2402#endif 2143#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2145 {
2405 /* If we're braced, we don't want to switch places with it */ 2146 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2147 if (op->contr->braced)
2418 * attack them either. 2159 * attack them either.
2419 */ 2160 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2161 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2162 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2163#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2164 (op->contr->peaceful
2424 || (mon->type == PLAYER 2165 || (mon->type == PLAYER
2425 && mon->contr-> 2166 && mon->contr->
2426 peaceful)) && 2167 peaceful)) &&
2427#else 2168#else
2428 op->contr->peaceful && 2169 op->contr->peaceful &&
2429#endif 2170#endif
2430 !on_battleground)) 2171 !on_battleground))
2431 { 2172 {
2432 if (!op->contr->braced) 2173 if (!op->contr->braced)
2433 { 2174 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2176 (void) push_ob (mon, dir, op);
2436 } 2177 }
2437 else 2178 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2179 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2180
2441 if (op->contr->tmp_invis || op->hide) 2181 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2182 make_visible (op);
2443 } 2183 }
2444 2184
2445 /* If the object is a boulder or other rollable object, then 2185 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2213 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2214
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2216 }
2477 2217
2478 skill_attack (mon, op, 0, NULL, NULL); 2218 skill_attack (mon, op, 0, 0, 0);
2479 2219
2480 /* If attacking another player, that player gets automatic 2220 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2221 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2222 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2223 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2225 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2226 {
2487 short luck = mon->stats.luck; 2227 short luck = mon->stats.luck;
2488 2228
2489 mon->contr->has_hit = 1; 2229 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2230 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2231 mon->stats.luck = luck;
2492 } 2232 }
2233
2493 if (action_makes_visible (op)) 2234 if (action_makes_visible (op))
2494 make_visible (op); 2235 make_visible (op);
2495 } 2236 }
2496 } /* if player should attack something */ 2237 } /* if player should attack something */
2497} 2238}
2532 2273
2533 /* Add special check for newcs players and fire on - this way, the 2274 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2275 * server can handle repeat firing.
2535 */ 2276 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2277 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2278 op->direction = dir;
2539 }
2540 else 2279 else
2541 {
2542 op->direction = 0; 2280 op->direction = 0;
2543 } 2281
2544 /* Update how the player looks. Use the facing, so direction may 2282 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2283 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2284 * for players.
2547 */ 2285 */
2548 animate_object (op, op->facing); 2286 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2331 /* 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 2332 * 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 2333 * 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. 2334 * put this in a a workaround to clean up the golem pointer.
2597 */ 2335 */
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))) 2336 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2337 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2338
2605 /* call this here - we also will call this in do_ericserver, but 2339 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2340 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2341 * called, so we recheck it here.
2608 */ 2342 */
2609 HandleClient (&op->contr->socket, op->contr); 2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2610 if (op->speed_left < 0) 2347 if (op->speed_left < 0)
2611 return 0; 2348 return 0;
2612 2349
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2350 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2351 {
2623 if (op->speed_left > 0) 2360 if (op->speed_left > 0)
2624 return 1; 2361 return 1;
2625 else 2362 else
2626 return 0; 2363 return 0;
2627 } 2364 }
2365
2628 return 0; 2366 return 0;
2629} 2367}
2630 2368
2631int 2369int
2632save_life (object *op) 2370save_life (object *op)
2633{ 2371{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2372 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2373 return 0;
2638 2374
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2375 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2376 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2377 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2378 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)); 2379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2380
2644 if (op->contr) 2381 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2382 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2383
2647 free_object (tmp); 2384 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2385 CLEAR_FLAG (op, FLAG_LIFESAVE);
2386
2649 if (op->stats.hp < 0) 2387 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2388 op->stats.hp = op->stats.maxhp;
2389
2651 if (op->stats.food < 0) 2390 if (op->stats.food < 0)
2652 op->stats.food = 999; 2391 op->stats.food = 999;
2653 fix_player (op); 2392
2393 op->update_stats ();
2654 return 1; 2394 return 1;
2655 } 2395 }
2396
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2397 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2398 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2399 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2400 return 0;
2660} 2401}
2674 next = op->below; /* Make sure we have a good value, in case 2415 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2416 * we remove object 'op'
2676 */ 2417 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2418 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2419 {
2679 remove_ob (op); 2420 op->remove ();
2680 op->x = env->x; 2421 op->x = env->x;
2681 op->y = env->y; 2422 op->y = env->y;
2682 if (env->type == PLAYER) 2423 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2424 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2425 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2426 }
2686 else if (op->inv) 2427 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2428 remove_unpaid_objects (op->inv, env);
2429
2688 op = next; 2430 op = next;
2689 } 2431 }
2690} 2432}
2691
2692 2433
2693/* 2434/*
2694 * Returns pointer a static string containing gravestone text 2435 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2436 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2437 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2448 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2450 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2451 else
2711 sprintf (buf, "%s\n", &op->name); 2452 sprintf (buf, "%s\n", &op->name);
2453
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2455 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2457 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2458 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2459 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2460
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2462 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2721 { 2464 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2465 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2466 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2467 strcat (buf2, buf);
2725 } 2468 }
2469
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2470 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2472 strcat (buf2, buf);
2473
2729 return buf2; 2474 return buf2;
2730} 2475}
2731
2732
2733 2476
2734void 2477void
2735do_some_living (object *op) 2478do_some_living (object *op)
2736{ 2479{
2737 int last_food = op->stats.food; 2480 int last_food = op->stats.food;
2746 const int max_grace = 1; 2489 const int max_grace = 1;
2747 2490
2748 if (op->contr->outputs_sync) 2491 if (op->contr->outputs_sync)
2749 { 2492 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2493 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) 2494 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]); 2495 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2496 }
2754 2497
2755 if (op->contr->state == ST_PLAYING) 2498 if (op->contr->ns->state == ST_PLAYING)
2756 { 2499 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2500 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2501 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2502 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2503 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2504 else
2763 { 2505 {
2764 gen_hp = op->stats.maxhp; 2506 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2507 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2508 }
2509
2767 if (op->contr->gen_sp >= 0) 2510 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2511 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2512 else
2770 { 2513 {
2771 gen_sp = op->stats.maxsp; 2514 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2515 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2516 }
2517
2774 if (op->contr->gen_grace >= 0) 2518 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2519 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2520 else
2777 { 2521 {
2778 gen_grace = op->stats.maxgrace; 2522 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2538 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2540 op->stats.food = last_food;
2797 } 2541 }
2798 } 2542 }
2543
2799 if (max_sp > 1) 2544 if (max_sp > 1)
2800 { 2545 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2546 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2547 if (over_sp > 0)
2803 { 2548 {
2804 if (op->stats.sp < op->stats.maxsp) 2549 if (op->stats.sp < op->stats.maxsp)
2805 { 2550 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2551 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2553 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2554 op->stats.sp--;
2555
2809 if (op->stats.sp > op->stats.maxsp) 2556 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2557 op->stats.sp = op->stats.maxsp;
2811 } 2558 }
2812 op->last_sp = 0; 2559 op->last_sp = 0;
2813 } 2560 }
2814 else 2561 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2562 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2563 }
2819 else 2564 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2566 }
2824 2567
2825 /* Regenerate Grace */ 2568 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2569 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2570 if (--op->last_grace < 0)
2828 { 2571 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2572 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2573 op->stats.grace++; /* no penalty in food for regaining grace */
2574
2831 if (max_grace > 1) 2575 if (max_grace > 1)
2832 { 2576 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2577 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2578 if (over_grace > 0)
2835 { 2579 {
2863 op->stats.food += op->contr->digestion; 2607 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2608 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2609 op->stats.food = last_food;
2866 } 2610 }
2867 } 2611 }
2612
2868 if (max_hp > 1) 2613 if (max_hp > 1)
2869 { 2614 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2615 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2616 if (over_hp > 0)
2872 { 2617 {
2896 2641
2897 if (op->contr->gen_hp > 0) 2642 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2643 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2644 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2645 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646
2901 /* dms do not consume food */ 2647 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2648 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2649 op->stats.food--;
2904 } 2650 }
2905 }
2906 2651
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2652 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2653 {
2909 object *tmp, *flesh = NULL; 2654 object *tmp, *flesh = 0;
2910 2655
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2656 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2657 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2658 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2659 {
2660 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2661 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2663 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2664 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2665 break;
2921 } 2666 }
2922 else if (tmp->type == FLESH) 2667 else if (tmp->type == FLESH)
2923 flesh = tmp; 2668 flesh = tmp;
2924 } /* End if paid for object */ 2669 } /* End if paid for object */
2925 } /* end of for loop */ 2670 } /* end of for loop */
2671
2926 /* If player is still starving, it means they don't have any food, so 2672 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2673 * eat flesh instead.
2928 */ 2674 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2675 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2676 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2678 manual_apply (op, flesh, 0);
2933 } 2679 }
2934 } /* end if player is starving */ 2680 }
2935 2681
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2682 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2683 op->stats.food++, op->stats.hp--;
2938 2684
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2685 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2686 kill_player (op);
2687 }
2941} 2688}
2942
2943
2944 2689
2945/* If the player should die (lack of hp, food, etc), we call this. 2690/* 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 2691 * 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 2692 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2693 * file.
2952{ 2697{
2953 char buf[MAX_BUF]; 2698 char buf[MAX_BUF];
2954 int x, y; 2699 int x, y;
2955 2700
2956 //int i; 2701 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2702 maptile *map; /* this is for resurrection */
2958 2703
2959 /* int z; 2704 /* int z;
2960 int num_stats_lose; 2705 int num_stats_lose;
2961 int lost_a_stat; 2706 int lost_a_stat;
2962 int lose_this_stat; 2707 int lose_this_stat;
2981 /* restore player */ 2726 /* restore player */
2982 at = archetype::find ("poisoning"); 2727 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2728 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2729 if (tmp)
2985 { 2730 {
2986 remove_ob (tmp); 2731 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2733 }
2990 2734
2991 at = archetype::find ("confusion"); 2735 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2736 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2737 if (tmp)
2994 { 2738 {
2995 remove_ob (tmp); 2739 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2741 }
2999 2742
3000 cure_disease (op, 0); /* remove any disease */ 2743 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2744 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2800 x = op->x;
3058 y = op->y; 2801 y = op->y;
3059 map = op->map; 2802 map = op->map;
3060 2803
3061 2804
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
3067 */ 2808 */
3068 2809
3069 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2812 * of death.
3072 */ 2813 */
3073#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3075 { 2816 {
3076 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2819 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2822 little bit harder. */
3082 /* GD */ 2823 /* GD */
3083 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2825 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2826 else
3089 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
2830 {
3090 num_stats_lose = 1; 2831 num_stats_lose = 1;
3091 } 2832 }
3092 lost_a_stat = 0; 2833 lost_a_stat = 0;
3093 2834
3094 for (z = 0; z < num_stats_lose; z++) 2835 for (z = 0; z < num_stats_lose; z++)
3095 { 2836 {
3096 i = RANDOM () % NUM_STATS; 2837 i = RANDOM () % NUM_STATS;
3097 2838
3098 if (settings.stat_loss_on_death) 2839 if (settings.stat_loss_on_death)
3099 { 2840 {
3100 /* Pick a random stat and take a point off it. Tell the player 2841 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2842 * what he lost.
3102 */ 2843 */
3103 change_attr_value (&(op->stats), i, -1); 2844 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2845 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2846 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2847 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2849 lost_a_stat = 1;
2850 }
2851 else
2852 {
2853 /* deplete a stat */
2854 archetype *deparch = archetype::find ("depletion");
2855 object *dep;
2856
2857 dep = present_arch_in_ob (deparch, op);
2858 if (!dep)
2859 {
2860 dep = arch_to_object (deparch);
2861 insert_ob_in_ob (dep, op);
3109 } 2862 }
3110 else 2863 lose_this_stat = 1;
2864 if (settings.balanced_stat_loss)
3111 { 2865 {
3112 /* deplete a stat */ 2866 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2867 /* Get the stat that we're about to deplete. */
3114 object *dep; 2868 this_stat = get_attr_value (&(dep->stats), i);
3115 2869 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2870 {
3119 dep = arch_to_object (deparch); 2871 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2872 int keep_chance = this_stat * this_stat;
3121 } 2873
3122 lose_this_stat = 1; 2874 /* 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) 2875 if (keep_chance < 1)
2876 keep_chance = 1;
2877
2878 /* There is a maximum depletion total per level. */
2879 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2880 {
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; 2881 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2882 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2883 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 } 2884 }
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 */ 2885 else
3164 if (this_stat >= -50)
3165 { 2886 {
3166 change_attr_value (&(dep->stats), i, -1); 2887 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; 2888 lose_this_stat = 0;
2889 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2890 this_stat, keep_chance, loss_chance,
2891 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2892 }
3172 } 2893 }
3173 } 2894 }
2895
2896 if (lose_this_stat)
2897 {
2898 this_stat = get_attr_value (&(dep->stats), i);
2899 /* We could try to do something clever like find another
2900 * stat to reduce if this fails. But chances are, if
2901 * stats have been depleted to -50, all are pretty low
2902 * and should be roughly the same, so it shouldn't make a
2903 * difference.
2904 */
2905 if (this_stat >= -50)
2906 {
2907 change_attr_value (&(dep->stats), i, -1);
2908 SET_FLAG (dep, FLAG_APPLIED);
2909 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2910 op->update_stats ();
2911 lost_a_stat = 1;
2912 }
3174 } 2913 }
2914 }
2915 }
3175 /* If no stat lost, tell the player. */ 2916 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2917 if (!lost_a_stat)
3177 { 2918 {
3178 /* determine_god() seems to not work sometimes... why is this? 2919 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2920 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2921 const char *god = determine_god (op);
3181 2922
3182 if (god && (strcmp (god, "none"))) 2923 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); 2924 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2925 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2926 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2927 }
2928#else
2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2930#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 2931
3190 /* Put a gravestone up where the character 'almost' died. List the 2932 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2933 * exp loss on the stone.
3192 */ 2934 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2935 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2936 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2937 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2938 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2939 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); 2940 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; 2941 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2943 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2944
3203 /**************************************/ 2945 /**************************************/
3204 /* */ 2946 /* */
3205 /* Subtract the experience points, */ 2947 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2948 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2949 /* food, and reset HP's... */
3208 /* */ 2950 /* */
3209
3210 /**************************************/ 2951 /**************************************/
3211 2952
3212 /* remove any poisoning and confusion the character may be suffering. */ 2953 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2954 /* restore player */
3214 at = archetype::find ("poisoning"); 2955 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
2957
3216 if (tmp) 2958 if (tmp)
3217 { 2959 {
3218 remove_ob (tmp); 2960 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2961 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2962 }
3222 2963
3223 at = archetype::find ("confusion"); 2964 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2965 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2966 if (tmp)
3226 { 2967 {
3227 remove_ob (tmp); 2968 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2970 }
2971
3231 cure_disease (op, 0); /* remove any disease */ 2972 cure_disease (op, 0); /* remove any disease */
3232 2973
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2974 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2975 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2976 if (op->stats.food < 100)
3236 op->stats.food = 900; 2977 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2978 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2981
3241 /* 2982 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2983 * 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 2984 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2985 * in the map.
3245 */ 2986 */
3246 2987
3247 if (is_in_shop (op)) 2988 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2989 remove_unpaid_objects (op->inv, op);
3249 2990
3250 /****************************************/ 2991 /****************************************/
3251 /* */ 2992 /* */
3252 /* Move player to his current respawn- */ 2993 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2994 /* position (usually last savebed) */
3254 /* */ 2995 /* */
3255
3256 /****************************************/ 2996 /****************************************/
3257 2997
3258 enter_player_savebed (op); 2998 enter_player_savebed (op);
3259 2999
3260 /* Save the player before inserting the force to reduce 3000 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3001 * chance of abuse.
3262 */ 3002 */
3263 op->contr->braced = 0; 3003 op->contr->braced = 0;
3264 save_player (op, 1); 3004 op->contr->save ();
3265 3005
3266 /* it is possible that the player has blown something up 3006 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3007 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3008 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3009 * on the space that might harm the player.
3270 */ 3010 */
3271 will_kill_again = 0; 3011 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3012 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3013 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3014 will_kill_again |= tmp->attacktype;
3276 } 3015
3277 if (will_kill_again) 3016 if (will_kill_again)
3278 { 3017 {
3279 object *force; 3018 object *force;
3280 int at; 3019 int at;
3281 3020
3282 force = get_archetype (FORCE_NAME); 3021 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3022 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3023 force->speed = 0.1;
3285 force->speed_left = -5.0; 3024 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3025 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3026 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3027 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3028 force->resist[at] = 100;
3291 } 3029
3292 insert_ob_in_ob (force, op); 3030 insert_ob_in_ob (force, op);
3293 fix_player (op); 3031 op->update_stats ();
3294 3032
3295 } 3033 }
3296 3034
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3035 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} 3036}
3366
3367 3037
3368void 3038void
3369loot_object (object *op) 3039loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3040{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3041 object *tmp, *tmp2, *next;
3372 3042
3373 if (op->container) 3043 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3044 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3045
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3046 for (tmp = op->inv; tmp; tmp = next)
3379 { 3047 {
3380 next = tmp->below; 3048 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3049
3050 if (tmp->invisible)
3382 continue; 3051 continue;
3383 remove_ob (tmp); 3052
3053 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3054 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3055 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3056 { /* empty container to ground */
3387 loot_object (tmp); 3057 loot_object (tmp);
3388 } 3058 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3059 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3060 {
3391 if (tmp->nrof > 1) 3061 if (tmp->nrof > 1)
3392 { 3062 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3064 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3065 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3066 }
3397 else 3067 else
3398 free_object (tmp); 3068 tmp->destroy ();
3399 } 3069 }
3400 else 3070 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3071 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3072 }
3403} 3073}
3409 */ 3079 */
3410 3080
3411void 3081void
3412fix_weight (void) 3082fix_weight (void)
3413{ 3083{
3414 player *pl; 3084 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3085 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3086 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3087
3420 if (old == sum) 3088 if (old == sum)
3421 continue; 3089 continue;
3422 fix_player (pl->ob); 3090 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3091 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3092 }
3425} 3093}
3426 3094
3427void 3095void
3428fix_luck (void) 3096fix_luck (void)
3429{ 3097{
3430 player *pl; 3098 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3099 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3100 pl->ob->change_luck (0);
3435} 3101}
3436
3437 3102
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3103/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3104 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3105 * just treat this as any other spell casting object.
3441 */ 3106 */
3442
3443void 3107void
3444cast_dust (object *op, object *throw_ob, int dir) 3108cast_dust (object *op, object *throw_ob, int dir)
3445{ 3109{
3446 object *skop, *spob; 3110 object *skop, *spob;
3447 3111
3468 if (op->type == PLAYER) 3132 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3133 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3134
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3135 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3136
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3137 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3138}
3477 3139
3478void 3140void
3479make_visible (object *op) 3141make_visible (object *op)
3480{ 3142{
3494 object *tmp = NULL; 3156 object *tmp = NULL;
3495 3157
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3159 return 1;
3498 3160
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; 3161 return 0;
3505} 3162}
3506 3163
3507/* look at the surrounding terrain to determine 3164/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3165 * the hideability of this object. Positive levels
3596int 3253int
3597stand_near_hostile (object *who) 3254stand_near_hostile (object *who)
3598{ 3255{
3599 object *tmp = NULL; 3256 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3257 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3258 maptile *m;
3602 sint16 x, y; 3259 sint16 x, y;
3603 3260
3604 if (!who) 3261 if (!who)
3605 return 0; 3262 return 0;
3606 3263
3623 if (mflags & P_OUT_OF_MAP) 3280 if (mflags & P_OUT_OF_MAP)
3624 continue; 3281 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3282 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3283 continue;
3627 3284
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3285 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3286 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3287 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3288 return 1;
3632 else if (tmp->type == PLAYER) 3289 else if (tmp->type == PLAYER)
3633 { 3290 {
3687 3344
3688 /* only the viewable area the player sees is updated by LOS 3345 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3346 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3347 * for any meaningful values.
3691 */ 3348 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3352 return 1;
3696 op = op->more; 3353 op = op->more;
3697 } 3354 }
3698 return 0; 3355 return 0;
3699} 3356}
3885 { 3542 {
3886 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3544 object *skin;
3888 3545
3889 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3547 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); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3891 if (skin == NULL) 3551 if (!skin)
3892 return; 3552 return;
3893 3553
3894 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3556 {

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