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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 1.66 by root, Tue Dec 26 04:36:17 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192 166 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 171void
202 */ 172player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 206 */
241 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
242 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
243 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 282 * we deal with that below this point.
245 */ 283 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 287
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
257 289
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 290 gen_sp_armour = 10;
272 p->last_speed = -1; 291 last_speed = -1;
273 p->shoottype = range_none; 292 shoottype = range_none;
274 p->bowtype = bow_normal; 293 bowtype = bow_normal;
275 p->petmode = pet_normal; 294 petmode = pet_normal;
276 p->listening = 10; 295 listening = 10;
277 p->usekeys = containers; 296 usekeys = containers;
278 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 299 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 300
289 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
292 * at zero. 304 * at zero.
293 */ 305 */
294 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 308
298 }
299 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 310 last_resist[i] = -1;
302 } 311
303 p->last_stats.exp = -1; 312 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 314}
310 315
311/* This loads the first map an puts the player on it. */ 316void
312static void 317player::do_destroy ()
313set_first_map (object *op)
314{ 318{
315 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (true);
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 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);
343 379
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; 380 return pl;
351} 381}
352 382
353/* 383/*
354 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
364 { 394 {
365 if (at == NULL || at->next == NULL) 395 if (at == NULL || at->next == NULL)
366 at = first_archetype; 396 at = first_archetype;
367 else 397 else
368 at = at->next; 398 at = at->next;
399
369 if (at->clone.type == PLAYER) 400 if (at->clone.type == PLAYER)
370 return at; 401 return at;
402
371 if (at == start) 403 if (at == start)
372 { 404 {
373 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 406 exit (-1);
375 } 407 }
376 } 408 }
377} 409}
378 410
379
380object * 411object *
381get_nearest_player (object *mon) 412get_nearest_player (object *mon)
382{ 413{
383 object *op = NULL; 414 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 415 objectlink *ol;
386 unsigned lastdist; 416 unsigned lastdist;
387 rv_vector rv; 417 rv_vector rv;
388 418
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 451 {
422 op = ol->ob; 452 op = ol->ob;
423 lastdist = rv.distance; 453 lastdist = rv.distance;
424 } 454 }
425 } 455 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 456
427 { 457 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
432 { 460 {
433 op = pl->ob; 461 op = pl->ob;
434 lastdist = rv.distance; 462 lastdist = rv.distance;
435 } 463 }
436 } 464
437 }
438#if 0 465#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 467#endif
441 return op; 468 return op;
442} 469}
460 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 489 * is probably not a good thing.
463 */ 490 */
464#define MAX_SPACES 50 491#define MAX_SPACES 50
465
466 492
467/* 493/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * 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) 515path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 516{
491 rv_vector rv; 517 rv_vector rv;
492 sint16 x, y; 518 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 520 maptile *m, *lastmap;
495 521
496 get_rangevector (mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
497 523
498 if (rv.distance < mindiff) 524 if (rv.distance < mindiff)
499 return 0; 525 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 673 {
648 remove_ob (op); 674 op->destroy ();
649 free_object (op);
650 continue; 675 continue;
651 } 676 }
652 } 677 }
653 678
654 /* This really needs to be better - we should really give 679 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 690 if (tmp->type == op->type && tmp->name == op->name)
666 break; 691 break;
667 692
668 if (tmp) 693 if (tmp)
669 { 694 {
670 remove_ob (op); 695 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 697 continue;
674 } 698 }
699
675 if (op->nrof > 1) 700 if (op->nrof > 1)
676 op->nrof = 1; 701 op->nrof = 1;
677 } 702 }
678 703
679 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 718 }
694 if (op->type == SPELL) 719 if (op->type == SPELL)
695 { 720 {
696 remove_ob (op); 721 op->destroy ();
697 free_object (op);
698 continue; 722 continue;
699 } 723 }
700 else if (op->type == SKILL) 724 else if (op->type == SKILL)
701 { 725 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
712 link_player_skills (pl); 736 link_player_skills (pl);
713} 737}
714 738
715void 739void
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) 740get_party_password (object *op, partylist *party)
800{ 741{
801 if (party == NULL) 742 if (party == NULL)
802 { 743 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 745 return;
805 } 746 }
747
806 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 752}
811
812 753
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 755static int
815roll_stat (void) 756roll_stat (void)
816{ 757{
817 int a[4], i, j, k; 758 int a[4], i, j, k;
818 759
819 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 764 if (a[i] < k)
824 k = a[i], j = i; 765 k = a[i], j = i;
825 766
826 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 768 if (i != j)
829 k += a[i]; 769 k += a[i];
830 } 770
831 return k; 771 return k;
832} 772}
833 773
834void 774void
835roll_stats (object *op) 775object::roll_stats ()
836{ 776{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 777 int statsort [7];
840 778
841 do 779 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 } 780 {
852 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
853 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
854 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 790 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;
862 791
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]; 792 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
887 799
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; 800 stats.exp = 0;
899 op->stats.ac = 0; 801 stats.ac = 0;
900 802
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; 803 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
909 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
910} 815}
911 816
912void 817void
913Roll_Again (object *op) 818object::swap_stats (int a, int b)
914{ 819{
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); 820 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)); 821 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); 822 set_attr_value (&contr->orig_stats, b, tmp);
939 823
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; 824 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 834 stats.ac = 0;
950 835
951 op->level = 1; 836 level = 1;
952 op->stats.exp = 0; 837 stats.exp = 0;
953 op->stats.ac = 0; 838 stats.ac = 0;
954 839
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; 840 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
963 op->contr->orig_stats = op->stats; 850 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 { 851 }
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} 852}
1041 853
1042/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1046 * not the class. 858 * not the class.
1047 */ 859 */
1048
1049int 860int
1050key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1051{ 862{
1052 int tmp_loop; 863 int tmp_loop;
1053 864
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') 865 if (key == 'd' || key == 'D')
1061 { 866 {
1062 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1063 868
1064 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 870 esrv_new_player (op->contr, op->weight + op->carrying);
871
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 872 treasurelist *tl = find_treasurelist ("starting_wealth");
873 if (tl)
874 create_treasure (tl, op, 0, 0, 0);
1067 875
1068 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1070 878
1071 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1072 880
1073 if (op->msg) 881 if (op->msg)
1074 op->msg = NULL; 882 op->msg = NULL;
1075 883
1076 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1085 start_info (op); 893 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 896 link_player_skills (op);
1089 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1090 fix_player (op); 898 op->update_stats ();
1091 899
1092 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1093 * is one for this race 901 * is one for this race
1094 */ 902 */
1095 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1096 { 904 {
1097 object *tmp; 905 object *tmp;
1098 char mapname[MAX_BUF]; 906 char mapname[MAX_BUF];
1099 907
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 909 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 910 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 911 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 912 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 913 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1107 * default initial map */ 915 * default initial map */
1108 free_object (tmp); 916 tmp->destroy ();
1109 } 917 }
1110 else 918 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 920
1114 return 0; 921 return 0;
1115 } 922 }
1116 923
1117 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1122 while (!tmp_loop) 929 while (!tmp_loop)
1123 { 930 {
1124 shstr name = op->name; 931 shstr name = op->name;
1125 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1126 933
1127 remove_statbonus (op); 934 op->remove_statbonus ();
1128 remove_ob (op); 935 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 937 op->arch->clone.copy_to (op);
1131 op->instantiate (); 938 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 940 op->name = op->name_pl = name;
1134 op->x = x; 941 op->x = x;
1135 op->y = y; 942 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 946 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1141 } 948 }
1142 949
1143 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 952 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 955 op->stats.grace = 0;
1149 956
1150 if (op->msg) 957 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 959
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1155} 962}
1156 963
1157int 964int
1158key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1159{ 966{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 968 {
1164 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 971 return 1;
1167 } 972 }
1168 973
1169 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1171 978
1172 terminate_all_pets (op); 979 terminate_all_pets (op);
1173 leave_map (op); 980 leave_map (op);
1174 op->direction = 0; 981 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 983
1177 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1178 check_score (op); 985 check_score (op);
1179 op->contr->party = NULL; 986 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1182 988
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 990
1187 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 994 */
995 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 997
1193 { 998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1194 next = mp->next; 1000 next = mp->next;
1001
1195 if (!strncmp (mp->path, buf, strlen (buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 1003 delete_map (mp);
1197 } 1004 }
1198 1005
1199 delete_character (op->name, 1); 1006 delete_character (ob->name, 1);
1200 } 1007 ob->contr->destroy ();
1201 1008
1202 play_again (op);
1203 return 1; 1009 return 1;
1204} 1010}
1205 1011
1206void 1012void
1207flee_player (object *op) 1013flee_player (object *op)
1238 { 1044 {
1239 op->enemy = NULL; 1045 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1047 return;
1242 } 1048 }
1049
1243 get_rangevector (op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1244 1051
1245 dir = absdir (4 + rv.direction); 1052 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1053 for (diff = 0; diff < 3; diff++)
1247 { 1054 {
1248 int m = 1 - (RANDOM () & 2); 1055 int m = 1 - (RANDOM () & 2);
1249 1056
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1058 return;
1253 }
1254 } 1059 }
1060
1255 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1063 op->enemy = NULL;
1258} 1064}
1259 1065
1264 */ 1070 */
1265int 1071int
1266check_pick (object *op) 1072check_pick (object *op)
1267{ 1073{
1268 object *tmp, *next; 1074 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1075 int stop = 0;
1271 int j, k, wvratio; 1076 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1077 char putstring[128], tmpstr[16];
1273 1078
1274
1275 /* if you're flying, you cna't pick up anything */ 1079 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1080 if (op->move_type & MOVE_FLYING)
1277 return 1; 1081 return 1;
1278 1082
1279 op_tag = op->count;
1280
1281 next = op->below; 1083 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1084
1285 /* loop while there are items on the floor that are not marked as 1085 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1086 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1087 while (next && !next->destroyed ())
1288 { 1088 {
1289 tmp = next; 1089 tmp = next;
1290 next = tmp->below; 1090 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1091
1294 if (was_destroyed (op, op_tag)) 1092 if (op->destroyed ())
1295 return 0; 1093 return 0;
1296 1094
1297 if (!can_pick (op, tmp)) 1095 if (!can_pick (op, tmp))
1298 continue; 1096 continue;
1299 1097
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 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)))); 1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1153 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1154 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)))); 1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1157 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 } 1158 }
1159
1389 /* philosophy: 1160 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1161 * 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 1162 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1163 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1164 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1165 * example.
1395 * The drawback: right now it has no frontend, so you need to 1166 * 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 1167 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1168 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1202 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1203 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1204 if (tmp->type == FOOD)
1434 { 1205 {
1435 pick_up (op, tmp); 1206 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1207 continue;
1439 } 1208 }
1209
1440 if (op->contr->mode & PU_DRINK) 1210 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1212 {
1443 pick_up (op, tmp); 1213 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1214 continue;
1447 } 1215 }
1448 1216
1449 if (op->contr->mode & PU_POTION) 1217 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1218 if (tmp->type == POTION)
1451 { 1219 {
1452 pick_up (op, tmp); 1220 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1221 continue;
1456 } 1222 }
1457 1223
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1224 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1225 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1226 if (tmp->type == SPELLBOOK)
1461 { 1227 {
1462 pick_up (op, tmp); 1228 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1229 continue;
1466 } 1230 }
1231
1467 if (op->contr->mode & PU_SKILLSCROLL) 1232 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1233 if (tmp->type == SKILLSCROLL)
1469 { 1234 {
1470 pick_up (op, tmp); 1235 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1236 continue;
1474 } 1237 }
1238
1475 if (op->contr->mode & PU_READABLES) 1239 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1241 {
1478 pick_up (op, tmp); 1242 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1243 continue;
1482 } 1244 }
1483 1245
1484 /* wands/staves/rods/horns */ 1246 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1249 {
1488 pick_up (op, tmp); 1250 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1251 continue;
1492 } 1252 }
1493 1253
1494 /* pick up all magical items */ 1254 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1255 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1256 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1257 {
1498 pick_up (op, tmp); 1258 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1259 continue;
1502 } 1260 }
1503 1261
1504 if (op->contr->mode & PU_VALUABLES) 1262 if (op->contr->mode & PU_VALUABLES)
1505 { 1263 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1264 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1265 {
1508 pick_up (op, tmp); 1266 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1267 continue;
1512 } 1268 }
1513 } 1269 }
1514 1270
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1271 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1272 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1273 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1274 {
1519 pick_up (op, tmp); 1275 pick_up (op, tmp);
1276 continue;
1520 if (0) 1277 }
1521 fprintf (stderr, "JEWELS\n"); 1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1522 continue; 1284 continue;
1523 } 1285 }
1524 1286
1525 /* bows and arrows. Bows are good for selling! */ 1287 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1288 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1289 if (tmp->type == BOW)
1528 { 1290 {
1529 pick_up (op, tmp); 1291 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1292 continue;
1533 } 1293 }
1294
1534 if (op->contr->mode & PU_ARROW) 1295 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1296 if (tmp->type == ARROW)
1536 { 1297 {
1537 pick_up (op, tmp); 1298 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1299 continue;
1541 } 1300 }
1542 1301
1543 /* all kinds of armor etc. */ 1302 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1303 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1304 if (tmp->type == ARMOUR)
1546 { 1305 {
1547 pick_up (op, tmp); 1306 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1307 continue;
1551 } 1308 }
1309
1552 if (op->contr->mode & PU_HELMET) 1310 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1311 if (tmp->type == HELMET)
1554 { 1312 {
1555 pick_up (op, tmp); 1313 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1314 continue;
1559 } 1315 }
1316
1560 if (op->contr->mode & PU_SHIELD) 1317 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1318 if (tmp->type == SHIELD)
1562 { 1319 {
1563 pick_up (op, tmp); 1320 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1321 continue;
1567 } 1322 }
1323
1568 if (op->contr->mode & PU_BOOTS) 1324 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1325 if (tmp->type == BOOTS)
1570 { 1326 {
1571 pick_up (op, tmp); 1327 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1328 continue;
1575 } 1329 }
1330
1576 if (op->contr->mode & PU_GLOVES) 1331 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1332 if (tmp->type == GLOVES)
1578 { 1333 {
1579 pick_up (op, tmp); 1334 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1335 continue;
1583 } 1336 }
1337
1584 if (op->contr->mode & PU_CLOAK) 1338 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1339 if (tmp->type == CLOAK)
1586 { 1340 {
1587 pick_up (op, tmp); 1341 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1342 continue;
1591 } 1343 }
1592 1344
1593 /* hoping to catch throwing daggers here */ 1345 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1346 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1348 {
1597 pick_up (op, tmp); 1349 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1350 continue;
1601 } 1351 }
1602 1352
1603 /* careful: chairs and tables are weapons! */ 1353 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1354 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1357 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1360 {
1611 pick_up (op, tmp); 1361 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1362 continue;
1615 } 1363 }
1616 } 1364 }
1365
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1366 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1367 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1369 {
1621 pick_up (op, tmp); 1370 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1371 continue;
1625 } 1372 }
1626 } 1373 }
1627 } 1374 }
1628 1375
1629 /* misc stuff that's useful */ 1376 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1377 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1379 {
1633 pick_up (op, tmp); 1380 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1381 continue;
1637 } 1382 }
1638 1383
1639 /* any of the last 4 bits set means we use the ratio for value 1384 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1385 * pickups */
1662 continue; 1407 continue;
1663 } 1408 }
1664 } 1409 }
1665 } /* the new pickup model */ 1410 } /* the new pickup model */
1666 } 1411 }
1412
1667 return !stop; 1413 return !stop;
1668} 1414}
1669 1415
1670/* 1416/*
1671 * Find an arrow in the inventory and after that 1417 * Find an arrow in the inventory and after that
1770 1516
1771object * 1517object *
1772pick_arrow_target (object *op, const char *type, int dir) 1518pick_arrow_target (object *op, const char *type, int dir)
1773{ 1519{
1774 object *tmp = NULL; 1520 object *tmp = NULL;
1775 mapstruct *m; 1521 maptile *m;
1776 int i, mflags, found, number; 1522 int i, mflags, found, number;
1777 sint16 x, y; 1523 sint16 x, y;
1778 1524
1779 if (op->map == NULL) 1525 if (op->map == NULL)
1780 return find_arrow (op, type); 1526 return find_arrow (op, type);
1840 */ 1586 */
1841int 1587int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1588fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1589{
1844 object *left, *bow; 1590 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1591 int bowspeed, mflags;
1847 mapstruct *m; 1592 maptile *m;
1848 1593
1849 if (!dir) 1594 if (!dir)
1850 { 1595 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1597 return 0;
1853 } 1598 }
1599
1854 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1601 bow = op->contr->ranges[range_bow];
1856 else 1602 else
1857 { 1603 {
1858 for (bow = op->inv; bow; bow = bow->below) 1604 for (bow = op->inv; bow; bow = bow->below)
1866 { 1612 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1614 return 0;
1869 } 1615 }
1870 } 1616 }
1617
1871 if (!bow->race || !bow->skill) 1618 if (!bow->race || !bow->skill)
1872 { 1619 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1621 return 0;
1875 } 1622 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1625
1879 /* penalize ROF for bestarrow */ 1626 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1882 if (bowspeed < 1) 1630 if (bowspeed < 1)
1883 bowspeed = 1; 1631 bowspeed = 1;
1884 1632
1885 if (arrow == NULL) 1633 if (arrow == NULL)
1886 { 1634 {
1892 else 1640 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1641 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1642 return 0;
1895 } 1643 }
1896 } 1644 }
1645
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1647 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1648 return 0;
1901 } 1649
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1650 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1651 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1653 return 0;
1906 } 1654 }
1907 1655
1908 /* this should not happen, but sometimes does */ 1656 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1657 if (arrow->nrof == 0)
1910 { 1658 {
1911 remove_ob (arrow); 1659 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1660 return 0;
1914 } 1661 }
1915 1662
1916 left = arrow; /* these are arrows left to the player */ 1663 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1664 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1665 if (!arrow)
1920 { 1666 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1668 return 0;
1923 } 1669 }
1924 set_owner (arrow, op); 1670
1671 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1672 arrow->skill = bow->skill;
1926 1673
1927 arrow->direction = dir; 1674 arrow->direction = dir;
1928 arrow->x = sx; 1675 arrow->x = sx;
1929 arrow->y = sy; 1676 arrow->y = sy;
1930 1677
1931 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1932 { 1679 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1681 op->update_stats ();
1935 } 1682 }
1936 1683
1937 SET_ANIMATION (arrow, arrow->direction); 1684 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1686 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1687 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1688 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1689 arrow->spellarg = strdup (arrow->slaying);
1943 1690
1944 /* Note that this was different for monsters - they got their level 1691 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1692 * added to the damage. I think the strength bonus is more proper.
1946 */ 1693 */
1947 1694
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1712 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1713 }
1967 else 1714 else
1968 { 1715 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1716 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1717 arrow->level = op->level;
1972 } 1718 }
1719
1973 if (arrow->attacktype == AT_PHYSICAL) 1720 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1721 arrow->attacktype |= bow->attacktype;
1722
1975 if (bow->slaying != NULL) 1723 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1724 arrow->slaying = bow->slaying;
1977 1725
1978 arrow->map = m; 1726 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1727 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1728 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1729
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1730 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); 1731 insert_ob_in_map (arrow, m, op, 0);
1985 1732
1986 if (!was_destroyed (arrow, tag)) 1733 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1734 move_arrow (arrow);
1988 1735
1989 if (op->type == PLAYER) 1736 if (op->type == PLAYER)
1990 { 1737 {
1991 if (was_destroyed (left, left_tag)) 1738 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1739 esrv_del_item (op->contr, left->count);
1993 else 1740 else
1994 esrv_send_item (op, left); 1741 esrv_send_item (op, left);
1995 } 1742 }
1743
1996 return 1; 1744 return 1;
1997} 1745}
1998 1746
1999/* Special fire code for players - this takes into 1747/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1748 * account the special fire modes players can have
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1844 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1845 item->face = item->arch->clone.face;
2098 item->speed = 0; 1846 item->speed = 0;
2099 update_ob_speed (item); 1847 update_ob_speed (item);
2100 } 1848 }
2101 if ((tmp = is_player_inv (item))) 1849 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1850 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1851 }
2104 } 1852 }
2105 else if (item->type == ROD || item->type == HORN) 1853 else if (item->type == ROD || item->type == HORN)
2106 { 1854 {
2136 case range_misc: 1884 case range_misc:
2137 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2138 return; 1886 return;
2139 1887
2140 case range_golem: /* Control summoned monsters from scrolls */ 1888 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) 1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1890 {
2143 op->contr->ranges[range_golem] = NULL; 1891 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1892 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1893 }
2147 else 1894 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1895 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1896 return;
2150 1897
2257 * 0 otherwise 2004 * 0 otherwise
2258 */ 2005 */
2259static int 2006static int
2260player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2261{ 2008{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2266 */ 2012 */
2267 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2309 */ 2055 */
2310
2311void 2056void
2312move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2313{ 2058{
2314 object *tmp, *mon; 2059 object *tmp, *mon;
2315 sint16 nx, ny; 2060 sint16 nx, ny;
2316 int on_battleground; 2061 int on_battleground;
2317 mapstruct *m; 2062 maptile *m;
2318 2063
2319 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2321 2066
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2323 2068
2324 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2340 } 2085 }
2341 else 2086 else
2342 m = op->map; 2087 m = op->map;
2343 2088
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2090 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2092 return;
2348 } 2093 }
2349 2094
2350 mon = NULL; 2095 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* 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. 2097 * 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 2098 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2099 * on the space
2355 */ 2100 */
2356 while (tmp != NULL) 2101 while (tmp)
2357 { 2102 {
2358 if (tmp == op) 2103 if (tmp == op)
2359 { 2104 {
2360 tmp = tmp->above; 2105 tmp = tmp->above;
2361 continue; 2106 continue;
2362 } 2107 }
2108
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2110 {
2365 mon = tmp; 2111 mon = tmp;
2366 break; 2112 break;
2367 } 2113 }
2114
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2116 mon = tmp;
2117
2370 tmp = tmp->above; 2118 tmp = tmp->above;
2371 } 2119 }
2372 2120
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2122 return; /* into a wall */
2375 2123
2376 if (mon->head != NULL) 2124 if (mon->head)
2377 mon = mon->head; 2125 mon = mon->head;
2378 2126
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2381 return; 2129 return;
2393 * player owns it and it is either friendly or unagressive. 2141 * player owns it and it is either friendly or unagressive.
2394 */ 2142 */
2395 if ((op->type == PLAYER) 2143 if ((op->type == PLAYER)
2396#if COZY_SERVER 2144#if COZY_SERVER
2397 && 2145 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2146 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2148#else
2401 && get_owner (mon) == op 2149 && mon->owner == op
2402#endif 2150#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2152 {
2405 /* If we're braced, we don't want to switch places with it */ 2153 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2154 if (op->contr->braced)
2418 * attack them either. 2166 * attack them either.
2419 */ 2167 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2171 (op->contr->peaceful
2424 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2425 && mon->contr-> 2173 && mon->contr->
2426 peaceful)) && 2174 peaceful)) &&
2427#else 2175#else
2428 op->contr->peaceful && 2176 op->contr->peaceful &&
2429#endif 2177#endif
2430 !on_battleground)) 2178 !on_battleground))
2431 { 2179 {
2432 if (!op->contr->braced) 2180 if (!op->contr->braced)
2433 { 2181 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2436 } 2184 }
2437 else 2185 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2187
2441 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2189 make_visible (op);
2443 } 2190 }
2444 2191
2445 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2221
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2223 }
2477 2224
2478 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2479 2226
2480 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2230 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2233 {
2487 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2488 2235
2489 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2492 } 2239 }
2240
2493 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2494 make_visible (op); 2242 make_visible (op);
2495 } 2243 }
2496 } /* if player should attack something */ 2244 } /* if player should attack something */
2497} 2245}
2532 2280
2533 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2282 * server can handle repeat firing.
2535 */ 2283 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2285 op->direction = dir;
2539 }
2540 else 2286 else
2541 {
2542 op->direction = 0; 2287 op->direction = 0;
2543 } 2288
2544 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2291 * for players.
2547 */ 2292 */
2548 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2338 /* 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 2339 * 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 2340 * 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. 2341 * put this in a a workaround to clean up the golem pointer.
2597 */ 2342 */
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))) 2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2344 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2345
2605 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2348 * called, so we recheck it here.
2608 */ 2349 */
2609 HandleClient (&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2610 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2611 return 0; 2355 return 0;
2612 2356
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2358 {
2623 if (op->speed_left > 0) 2367 if (op->speed_left > 0)
2624 return 1; 2368 return 1;
2625 else 2369 else
2626 return 0; 2370 return 0;
2627 } 2371 }
2372
2628 return 0; 2373 return 0;
2629} 2374}
2630 2375
2631int 2376int
2632save_life (object *op) 2377save_life (object *op)
2633{ 2378{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2380 return 0;
2638 2381
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2384 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2385 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)); 2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2644 if (op->contr) 2388 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2389 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2390
2647 free_object (tmp); 2391 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2392 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393
2649 if (op->stats.hp < 0) 2394 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2396
2651 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2652 op->stats.food = 999; 2398 op->stats.food = 999;
2653 fix_player (op); 2399
2400 op->update_stats ();
2654 return 1; 2401 return 1;
2655 } 2402 }
2403
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2406 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2407 return 0;
2660} 2408}
2674 next = op->below; /* Make sure we have a good value, in case 2422 next = op->below; /* Make sure we have a good value, in case
2675 * we remove object 'op' 2423 * we remove object 'op'
2676 */ 2424 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2425 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2426 {
2679 remove_ob (op); 2427 op->remove ();
2680 op->x = env->x; 2428 op->x = env->x;
2681 op->y = env->y; 2429 op->y = env->y;
2682 if (env->type == PLAYER) 2430 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2431 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2432 insert_ob_in_map (op, env->map, NULL, 0);
2685 } 2433 }
2686 else if (op->inv) 2434 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2435 remove_unpaid_objects (op->inv, env);
2436
2688 op = next; 2437 op = next;
2689 } 2438 }
2690} 2439}
2691
2692 2440
2693/* 2441/*
2694 * Returns pointer a static string containing gravestone text 2442 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2443 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2444 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2455 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2457 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2458 else
2711 sprintf (buf, "%s\n", &op->name); 2459 sprintf (buf, "%s\n", &op->name);
2460
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2462 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2464 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2465 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2466 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2467
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2469 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2721 { 2471 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2472 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2473 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2474 strcat (buf2, buf);
2725 } 2475 }
2476
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2477 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2479 strcat (buf2, buf);
2480
2729 return buf2; 2481 return buf2;
2730} 2482}
2731
2732
2733 2483
2734void 2484void
2735do_some_living (object *op) 2485do_some_living (object *op)
2736{ 2486{
2737 int last_food = op->stats.food; 2487 int last_food = op->stats.food;
2746 const int max_grace = 1; 2496 const int max_grace = 1;
2747 2497
2748 if (op->contr->outputs_sync) 2498 if (op->contr->outputs_sync)
2749 { 2499 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2500 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) 2501 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]); 2502 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2503 }
2754 2504
2755 if (op->contr->state == ST_PLAYING) 2505 if (op->contr->ns->state == ST_PLAYING)
2756 { 2506 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2507 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2508 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2509 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2510 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2511 else
2763 { 2512 {
2764 gen_hp = op->stats.maxhp; 2513 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2514 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2515 }
2516
2767 if (op->contr->gen_sp >= 0) 2517 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2518 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2519 else
2770 { 2520 {
2771 gen_sp = op->stats.maxsp; 2521 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2522 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2523 }
2524
2774 if (op->contr->gen_grace >= 0) 2525 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2526 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2527 else
2777 { 2528 {
2778 gen_grace = op->stats.maxgrace; 2529 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2545 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2546 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2547 op->stats.food = last_food;
2797 } 2548 }
2798 } 2549 }
2550
2799 if (max_sp > 1) 2551 if (max_sp > 1)
2800 { 2552 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2553 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2554 if (over_sp > 0)
2803 { 2555 {
2804 if (op->stats.sp < op->stats.maxsp) 2556 if (op->stats.sp < op->stats.maxsp)
2805 { 2557 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2558 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2560 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2561 op->stats.sp--;
2562
2809 if (op->stats.sp > op->stats.maxsp) 2563 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2564 op->stats.sp = op->stats.maxsp;
2811 } 2565 }
2812 op->last_sp = 0; 2566 op->last_sp = 0;
2813 } 2567 }
2814 else 2568 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2570 }
2819 else 2571 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2572 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2573 }
2824 2574
2825 /* Regenerate Grace */ 2575 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2576 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2577 if (--op->last_grace < 0)
2828 { 2578 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2579 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2580 op->stats.grace++; /* no penalty in food for regaining grace */
2581
2831 if (max_grace > 1) 2582 if (max_grace > 1)
2832 { 2583 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2584 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2585 if (over_grace > 0)
2835 { 2586 {
2863 op->stats.food += op->contr->digestion; 2614 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2615 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2616 op->stats.food = last_food;
2866 } 2617 }
2867 } 2618 }
2619
2868 if (max_hp > 1) 2620 if (max_hp > 1)
2869 { 2621 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2622 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2623 if (over_hp > 0)
2872 { 2624 {
2896 2648
2897 if (op->contr->gen_hp > 0) 2649 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2651 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653
2901 /* dms do not consume food */ 2654 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2655 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2656 op->stats.food--;
2904 } 2657 }
2905 }
2906 2658
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2659 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2660 {
2909 object *tmp, *flesh = NULL; 2661 object *tmp, *flesh = 0;
2910 2662
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2663 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2664 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2665 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2666 {
2667 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2670 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2671 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2672 break;
2921 } 2673 }
2922 else if (tmp->type == FLESH) 2674 else if (tmp->type == FLESH)
2923 flesh = tmp; 2675 flesh = tmp;
2924 } /* End if paid for object */ 2676 } /* End if paid for object */
2925 } /* end of for loop */ 2677 } /* end of for loop */
2678
2926 /* If player is still starving, it means they don't have any food, so 2679 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2680 * eat flesh instead.
2928 */ 2681 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2682 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2683 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2684 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2685 manual_apply (op, flesh, 0);
2933 } 2686 }
2934 } /* end if player is starving */ 2687 }
2935 2688
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2689 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2690 op->stats.food++, op->stats.hp--;
2938 2691
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2692 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2693 kill_player (op);
2694 }
2941} 2695}
2942
2943
2944 2696
2945/* If the player should die (lack of hp, food, etc), we call this. 2697/* 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 2698 * 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 2699 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2700 * file.
2952{ 2704{
2953 char buf[MAX_BUF]; 2705 char buf[MAX_BUF];
2954 int x, y; 2706 int x, y;
2955 2707
2956 //int i; 2708 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2709 maptile *map; /* this is for resurrection */
2958 2710
2959 /* int z; 2711 /* int z;
2960 int num_stats_lose; 2712 int num_stats_lose;
2961 int lost_a_stat; 2713 int lost_a_stat;
2962 int lose_this_stat; 2714 int lose_this_stat;
2981 /* restore player */ 2733 /* restore player */
2982 at = archetype::find ("poisoning"); 2734 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2735 tmp = present_arch_in_ob (at, op);
2984 if (tmp) 2736 if (tmp)
2985 { 2737 {
2986 remove_ob (tmp); 2738 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2740 }
2990 2741
2991 at = archetype::find ("confusion"); 2742 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2743 tmp = present_arch_in_ob (at, op);
2993 if (tmp) 2744 if (tmp)
2994 { 2745 {
2995 remove_ob (tmp); 2746 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2748 }
2999 2749
3000 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
3057 x = op->x; 2807 x = op->x;
3058 y = op->y; 2808 y = op->y;
3059 map = op->map; 2809 map = op->map;
3060 2810
3061 2811
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2812 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2813 * 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. 2814 * See the config.h file for a little more in depth detail about this.
3067 */ 2815 */
3068 2816
3069 /* Basically two ways to go - remove a stat permanently, or just 2817 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2818 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2819 * of death.
3072 */ 2820 */
3073#ifndef COZY_SERVER 2821#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2822 if (settings.balanced_stat_loss)
3075 { 2823 {
3076 /* If stat loss is permanent, lose one stat only. */ 2824 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2825 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2826 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2827 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2828 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2829 little bit harder. */
3082 /* GD */ 2830 /* GD */
3083 if (settings.stat_loss_on_death) 2831 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2832 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2833 else
3089 { 2834 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2835 }
2836 else
2837 {
3090 num_stats_lose = 1; 2838 num_stats_lose = 1;
3091 } 2839 }
3092 lost_a_stat = 0; 2840 lost_a_stat = 0;
3093 2841
3094 for (z = 0; z < num_stats_lose; z++) 2842 for (z = 0; z < num_stats_lose; z++)
3095 { 2843 {
3096 i = RANDOM () % NUM_STATS; 2844 i = RANDOM () % NUM_STATS;
3097 2845
3098 if (settings.stat_loss_on_death) 2846 if (settings.stat_loss_on_death)
3099 { 2847 {
3100 /* Pick a random stat and take a point off it. Tell the player 2848 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2849 * what he lost.
3102 */ 2850 */
3103 change_attr_value (&(op->stats), i, -1); 2851 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2852 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2853 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2854 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2855 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2856 lost_a_stat = 1;
2857 }
2858 else
2859 {
2860 /* deplete a stat */
2861 archetype *deparch = archetype::find ("depletion");
2862 object *dep;
2863
2864 dep = present_arch_in_ob (deparch, op);
2865 if (!dep)
2866 {
2867 dep = arch_to_object (deparch);
2868 insert_ob_in_ob (dep, op);
3109 } 2869 }
3110 else 2870 lose_this_stat = 1;
2871 if (settings.balanced_stat_loss)
3111 { 2872 {
3112 /* deplete a stat */ 2873 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2874 /* Get the stat that we're about to deplete. */
3114 object *dep; 2875 this_stat = get_attr_value (&(dep->stats), i);
3115 2876 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2877 {
3119 dep = arch_to_object (deparch); 2878 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2879 int keep_chance = this_stat * this_stat;
3121 } 2880
3122 lose_this_stat = 1; 2881 /* 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) 2882 if (keep_chance < 1)
2883 keep_chance = 1;
2884
2885 /* There is a maximum depletion total per level. */
2886 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2887 {
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; 2888 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2889 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2890 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 } 2891 }
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 */ 2892 else
3164 if (this_stat >= -50)
3165 { 2893 {
3166 change_attr_value (&(dep->stats), i, -1); 2894 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; 2895 lose_this_stat = 0;
2896 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2897 this_stat, keep_chance, loss_chance,
2898 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2899 }
3172 } 2900 }
3173 } 2901 }
2902
2903 if (lose_this_stat)
2904 {
2905 this_stat = get_attr_value (&(dep->stats), i);
2906 /* We could try to do something clever like find another
2907 * stat to reduce if this fails. But chances are, if
2908 * stats have been depleted to -50, all are pretty low
2909 * and should be roughly the same, so it shouldn't make a
2910 * difference.
2911 */
2912 if (this_stat >= -50)
2913 {
2914 change_attr_value (&(dep->stats), i, -1);
2915 SET_FLAG (dep, FLAG_APPLIED);
2916 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2917 op->update_stats ();
2918 lost_a_stat = 1;
2919 }
3174 } 2920 }
2921 }
2922 }
3175 /* If no stat lost, tell the player. */ 2923 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2924 if (!lost_a_stat)
3177 { 2925 {
3178 /* determine_god() seems to not work sometimes... why is this? 2926 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2927 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2928 const char *god = determine_god (op);
3181 2929
3182 if (god && (strcmp (god, "none"))) 2930 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); 2931 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2932 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2934 }
2935#else
2936 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2937#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 2938
3190 /* Put a gravestone up where the character 'almost' died. List the 2939 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2940 * exp loss on the stone.
3192 */ 2941 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2942 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2943 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2944 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2945 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2946 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); 2947 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; 2948 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2949 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2951
3203 /**************************************/ 2952 /**************************************/
3204 /* */ 2953 /* */
3205 /* Subtract the experience points, */ 2954 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2955 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2956 /* food, and reset HP's... */
3208 /* */ 2957 /* */
3209
3210 /**************************************/ 2958 /**************************************/
3211 2959
3212 /* remove any poisoning and confusion the character may be suffering. */ 2960 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2961 /* restore player */
3214 at = archetype::find ("poisoning"); 2962 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2963 tmp = present_arch_in_ob (at, op);
2964
3216 if (tmp) 2965 if (tmp)
3217 { 2966 {
3218 remove_ob (tmp); 2967 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2968 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2969 }
3222 2970
3223 at = archetype::find ("confusion"); 2971 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2973 if (tmp)
3226 { 2974 {
3227 remove_ob (tmp); 2975 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2977 }
2978
3231 cure_disease (op, 0); /* remove any disease */ 2979 cure_disease (op, 0); /* remove any disease */
3232 2980
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2981 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2982 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2983 if (op->stats.food < 100)
3236 op->stats.food = 900; 2984 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2985 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2986 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2987 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2988
3241 /* 2989 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2990 * 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 2991 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2992 * in the map.
3245 */ 2993 */
3246 2994
3247 if (is_in_shop (op)) 2995 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2996 remove_unpaid_objects (op->inv, op);
3249 2997
3250 /****************************************/ 2998 /****************************************/
3251 /* */ 2999 /* */
3252 /* Move player to his current respawn- */ 3000 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 3001 /* position (usually last savebed) */
3254 /* */ 3002 /* */
3255
3256 /****************************************/ 3003 /****************************************/
3257 3004
3258 enter_player_savebed (op); 3005 enter_player_savebed (op);
3259 3006
3260 /* Save the player before inserting the force to reduce 3007 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3008 * chance of abuse.
3262 */ 3009 */
3263 op->contr->braced = 0; 3010 op->contr->braced = 0;
3264 save_player (op, 1); 3011 op->contr->save ();
3265 3012
3266 /* it is possible that the player has blown something up 3013 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3014 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3015 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3016 * on the space that might harm the player.
3270 */ 3017 */
3271 will_kill_again = 0; 3018 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3019 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3020 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3021 will_kill_again |= tmp->attacktype;
3276 } 3022
3277 if (will_kill_again) 3023 if (will_kill_again)
3278 { 3024 {
3279 object *force; 3025 object *force;
3280 int at; 3026 int at;
3281 3027
3282 force = get_archetype (FORCE_NAME); 3028 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3029 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3030 force->speed = 0.1;
3285 force->speed_left = -5.0; 3031 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3032 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3033 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3034 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3035 force->resist[at] = 100;
3291 } 3036
3292 insert_ob_in_ob (force, op); 3037 insert_ob_in_ob (force, op);
3293 fix_player (op); 3038 op->update_stats ();
3294 3039
3295 } 3040 }
3296 3041
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3042 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} 3043}
3366
3367 3044
3368void 3045void
3369loot_object (object *op) 3046loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3047{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3048 object *tmp, *tmp2, *next;
3372 3049
3373 if (op->container) 3050 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3051 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3052
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3053 for (tmp = op->inv; tmp; tmp = next)
3379 { 3054 {
3380 next = tmp->below; 3055 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3056
3057 if (tmp->invisible)
3382 continue; 3058 continue;
3383 remove_ob (tmp); 3059
3060 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3061 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3062 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3063 { /* empty container to ground */
3387 loot_object (tmp); 3064 loot_object (tmp);
3388 } 3065 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3066 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3067 {
3391 if (tmp->nrof > 1) 3068 if (tmp->nrof > 1)
3392 { 3069 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3070 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3071 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3073 }
3397 else 3074 else
3398 free_object (tmp); 3075 tmp->destroy ();
3399 } 3076 }
3400 else 3077 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3078 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3079 }
3403} 3080}
3409 */ 3086 */
3410 3087
3411void 3088void
3412fix_weight (void) 3089fix_weight (void)
3413{ 3090{
3414 player *pl; 3091 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3092 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3093 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3094
3420 if (old == sum) 3095 if (old == sum)
3421 continue; 3096 continue;
3422 fix_player (pl->ob); 3097 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3098 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3099 }
3425} 3100}
3426 3101
3427void 3102void
3428fix_luck (void) 3103fix_luck (void)
3429{ 3104{
3430 player *pl; 3105 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3106 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3107 pl->ob->change_luck (0);
3435} 3108}
3436
3437 3109
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3110/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3111 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3112 * just treat this as any other spell casting object.
3441 */ 3113 */
3442
3443void 3114void
3444cast_dust (object *op, object *throw_ob, int dir) 3115cast_dust (object *op, object *throw_ob, int dir)
3445{ 3116{
3446 object *skop, *spob; 3117 object *skop, *spob;
3447 3118
3468 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3141
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3142 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3143
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3144 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3145}
3477 3146
3478void 3147void
3479make_visible (object *op) 3148make_visible (object *op)
3480{ 3149{
3494 object *tmp = NULL; 3163 object *tmp = NULL;
3495 3164
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3165 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3166 return 1;
3498 3167
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; 3168 return 0;
3505} 3169}
3506 3170
3507/* look at the surrounding terrain to determine 3171/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3172 * the hideability of this object. Positive levels
3596int 3260int
3597stand_near_hostile (object *who) 3261stand_near_hostile (object *who)
3598{ 3262{
3599 object *tmp = NULL; 3263 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3264 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3265 maptile *m;
3602 sint16 x, y; 3266 sint16 x, y;
3603 3267
3604 if (!who) 3268 if (!who)
3605 return 0; 3269 return 0;
3606 3270
3623 if (mflags & P_OUT_OF_MAP) 3287 if (mflags & P_OUT_OF_MAP)
3624 continue; 3288 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3289 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3290 continue;
3627 3291
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3292 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3293 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3294 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3295 return 1;
3632 else if (tmp->type == PLAYER) 3296 else if (tmp->type == PLAYER)
3633 { 3297 {
3687 3351
3688 /* only the viewable area the player sees is updated by LOS 3352 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3353 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3354 * for any meaningful values.
3691 */ 3355 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3356 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3357 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3358 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3359 return 1;
3696 op = op->more; 3360 op = op->more;
3697 } 3361 }
3698 return 0; 3362 return 0;
3699} 3363}
3885 { 3549 {
3886 /* forces in the treasurelist can alter the player's stats */ 3550 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3551 object *skin;
3888 3552
3889 /* first get the dragon skin force */ 3553 /* first get the dragon skin force */
3554 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); 3555 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3556 ;
3557
3891 if (skin == NULL) 3558 if (!skin)
3892 return; 3559 return;
3893 3560
3894 /* adding new spellpath attunements */ 3561 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3562 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3563 {

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