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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.55 by root, Sat Dec 23 03:38:43 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 player *pl;
46 40
47 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 43 return pl;
51 }; 44
52 return NULL; 45 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} 46}
80 47
81void 48void
82display_motd (const object *op) 49display_motd (const object *op)
83{ 50{
87 int comp; 54 int comp;
88 int size; 55 int size;
89 56
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 59 return;
94 } 60
95 motd[0] = '\0'; 61 motd[0] = '\0';
96 size = 0; 62 size = 0;
63
97 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
98 { 65 {
99 if (*buf == '#') 66 if (*buf == '#')
100 continue; 67 continue;
68
101 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 70 size += strlen (buf);
103 } 71 }
72
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
106} 75}
107 76
108void 77void
114 int comp; 83 int comp;
115 int size; 84 int size;
116 85
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 88 return;
121 } 89
122 rules[0] = '\0'; 90 rules[0] = '\0';
123 size = 0; 91 size = 0;
92
124 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
125 { 94 {
126 if (*buf == '#') 95 if (*buf == '#')
127 continue; 96 continue;
97
128 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
129 { 99 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 101 break;
132 } 102 }
103
133 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 105 size += strlen (buf);
135 } 106 }
107
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
138} 110}
139 111
140void 112void
148 int size; 120 int size;
149 121
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 124 return;
125
153 news[0] = '\0'; 126 news[0] = '\0';
154 subject[0] = '\0'; 127 subject[0] = '\0';
155 size = 0; 128 size = 0;
129
156 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 131 {
158 if (*buf == '#') 132 if (*buf == '#')
159 continue; 133 continue;
134
160 if (*buf == '%') 135 if (*buf == '%')
161 { /* send one news */ 136 { /* send one news */
162 if (size > 0) 137 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 */ 138 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); 139 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 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); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
184} 159}
185 160
186int 161/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 162static void
163set_first_map (object *op)
188{ 164{
189 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 166 op->x = -1;
191 return 0; 167 op->y = -1;
192 168 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} 169}
198 170
199/* This no longer sets the player map. Also, it now updates 171void
200 * all the pointers so the caller doesn't need to do that. 172player::connect (client *ns)
201 * Caller is responsible for setting the correct map.
202 */
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 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
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 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
243 /* There are some elements we want initialized to non zero value - 271 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 272 * we deal with that below this point.
245 */ 273 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 274 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 275 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 276 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 277
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 278 assign (savebed_map, first_map_path); /* Init. respawn position */
257 279
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; 280 gen_sp_armour = 10;
272 p->last_speed = -1; 281 last_speed = -1;
273 p->shoottype = range_none; 282 shoottype = range_none;
274 p->bowtype = bow_normal; 283 bowtype = bow_normal;
275 p->petmode = pet_normal; 284 petmode = pet_normal;
276 p->listening = 10; 285 listening = 10;
277 p->usekeys = containers; 286 usekeys = containers;
278 p->last_weapon_sp = -1; 287 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 288 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 289 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);
288 290
289 /* we need to clear these to -1 and not zero - otherwise, 291 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 292 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 293 * send new values to the client, as things like exp start
292 * at zero. 294 * at zero.
293 */ 295 */
294 for (i = 0; i < NUM_SKILLS; i++) 296 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 297 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 298
298 }
299 for (i = 0; i < NROFATTACKS; i++) 299 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 300 last_resist[i] = -1;
302 } 301
303 p->last_stats.exp = -1; 302 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 303 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 304}
310 305
311/* This loads the first map an puts the player on it. */ 306player::~player ()
312static void
313set_first_map (object *op)
314{ 307{
315 strcpy (op->contr->maplevel, first_map_path); 308 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
321/* Tries to add player on the connection passwd in ns. 346/* 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 347 * All we can really get in this is some settings like host and display
323 * mode. 348 * mode.
324 */ 349 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 350player *
351player::create ()
352{
353 player *pl = new player;
330 354
331 p = get_player (NULL); 355 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));
334 356
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob);
345
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 357 return pl;
354} 358}
355 359
356/* 360/*
357 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
367 { 371 {
368 if (at == NULL || at->next == NULL) 372 if (at == NULL || at->next == NULL)
369 at = first_archetype; 373 at = first_archetype;
370 else 374 else
371 at = at->next; 375 at = at->next;
376
372 if (at->clone.type == PLAYER) 377 if (at->clone.type == PLAYER)
373 return at; 378 return at;
379
374 if (at == start) 380 if (at == start)
375 { 381 {
376 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 383 exit (-1);
378 } 384 }
379 } 385 }
380} 386}
381
382 387
383object * 388object *
384get_nearest_player (object *mon) 389get_nearest_player (object *mon)
385{ 390{
386 object *op = NULL; 391 object *op = NULL;
463 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 470 * is probably not a good thing.
466 */ 471 */
467#define MAX_SPACES 50 472#define MAX_SPACES 50
468
469 473
470/* 474/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 650 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 651 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 652 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 654 {
651 remove_ob (op); 655 op->destroy ();
652 free_object (op);
653 continue; 656 continue;
654 } 657 }
655 } 658 }
656 659
657 /* This really needs to be better - we should really give 660 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 671 if (tmp->type == op->type && tmp->name == op->name)
669 break; 672 break;
670 673
671 if (tmp) 674 if (tmp)
672 { 675 {
673 remove_ob (op); 676 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 678 continue;
677 } 679 }
680
678 if (op->nrof > 1) 681 if (op->nrof > 1)
679 op->nrof = 1; 682 op->nrof = 1;
680 } 683 }
681 684
682 if (op->type == SPELLBOOK && op->inv) 685 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 697 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 698 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 699 }
697 if (op->type == SPELL) 700 if (op->type == SPELL)
698 { 701 {
699 remove_ob (op); 702 op->destroy ();
700 free_object (op);
701 continue; 703 continue;
702 } 704 }
703 else if (op->type == SKILL) 705 else if (op->type == SKILL)
704 { 706 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 707 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
715 link_player_skills (pl); 717 link_player_skills (pl);
716} 718}
717 719
718void 720void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 721get_party_password (object *op, partylist *party)
803{ 722{
804 if (party == NULL) 723 if (party == NULL)
805 { 724 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 726 return;
808 } 727 }
728
809 op->contr->write_buf[0] = '\0'; 729 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 733}
814
815 734
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 736static int
818roll_stat (void) 737roll_stat (void)
819{ 738{
820 int a[4], i, j, k; 739 int a[4], i, j, k;
821 740
822 for (i = 0; i < 4; i++) 741 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 745 if (a[i] < k)
827 k = a[i], j = i; 746 k = a[i], j = i;
828 747
829 for (i = 0, k = 0; i < 4; i++) 748 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 749 if (i != j)
832 k += a[i]; 750 k += a[i];
833 } 751
834 return k; 752 return k;
835} 753}
836 754
837void 755void
838roll_stats (object *op) 756object::roll_stats ()
839{ 757{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 758 int statsort [7];
843 759
844 do 760 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 761 {
855 while (sum < 82 || sum > 116); 762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
856 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
857 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 772
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
890 780
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 781 stats.exp = 0;
902 op->stats.ac = 0; 782 stats.ac = 0;
903 783
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
912 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
913} 796}
914 797
915void 798void
916Roll_Again (object *op) 799object::swap_stats (int a, int b)
917{ 800{
918 esrv_new_player (op->contr, 0);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922
923void
924Swap_Stat (object *op, int Swap_Second)
925{
926 signed char tmp;
927 char buf[MAX_BUF];
928
929 if (op->contr->Swap_First == -1)
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
942 804
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 815 stats.ac = 0;
953 816
954 op->level = 1; 817 level = 1;
955 op->stats.exp = 0; 818 stats.exp = 0;
956 op->stats.ac = 0; 819 stats.ac = 0;
957 820
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
966 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 { 832 }
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 833}
1044 834
1045/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
1049 * not the class. 839 * not the class.
1050 */ 840 */
1051
1052int 841int
1053key_change_class (object *op, char key) 842key_change_class (object *op, char key)
1054{ 843{
1055 int tmp_loop; 844 int tmp_loop;
1056 845
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 846 if (key == 'd' || key == 'D')
1064 { 847 {
1065 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
1066 849
1067 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (op->contr, op->weight + op->carrying);
852
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 853 treasurelist *tl = find_treasurelist ("starting_wealth");
854 if (tl)
855 create_treasure (tl, op, 0, 0, 0);
1070 856
1071 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
1073 859
1074 op->contr->state = ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
1075 861
1076 if (op->msg) 862 if (op->msg)
1077 op->msg = NULL; 863 op->msg = NULL;
1078 864
1079 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1088 start_info (op); 874 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 876 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 877 link_player_skills (op);
1092 esrv_send_inventory (op, op); 878 esrv_send_inventory (op, op);
1093 fix_player (op); 879 op->update_stats ();
1094 880
1095 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1096 * is one for this race 882 * is one for this race
1097 */ 883 */
1098 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1099 { 885 {
1100 object *tmp; 886 object *tmp;
1101 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1102 888
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 890 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1110 * default initial map */ 896 * default initial map */
1111 free_object (tmp); 897 tmp->destroy ();
1112 } 898 }
1113 else 899 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 901
1117 return 0; 902 return 0;
1118 } 903 }
1119 904
1120 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1125 while (!tmp_loop) 910 while (!tmp_loop)
1126 { 911 {
1127 shstr name = op->name; 912 shstr name = op->name;
1128 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1129 914
1130 remove_statbonus (op); 915 op->remove_statbonus ();
1131 remove_ob (op); 916 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 917 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 918 op->arch->clone.copy_to (op);
1134 op->instantiate (); 919 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 921 op->name = op->name_pl = name;
1137 op->x = x; 922 op->x = x;
1138 op->y = y; 923 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 926 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 927 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 928 tmp_loop = allowed_class (op);
1144 } 929 }
1145 930
1146 update_object (op, UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 933 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 936 op->stats.grace = 0;
1152 937
1153 if (op->msg) 938 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 940
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 942 return 0;
1158} 943}
1159 944
1160int 945int
1161key_confirm_quit (object *op, char key) 946key_confirm_quit (object *op, char key)
1162{ 947{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 949 {
1167 op->contr->state = ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 952 return 1;
1170 } 953 }
1171 954
1172 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 960 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 962
1180 strcpy (op->contr->killer, "quit"); 963 strcpy (op->contr->killer, "quit");
1181 check_score (op); 964 check_score (op);
1182 op->contr->party = NULL; 965 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 966 op->contr->own_title[0] = '\0';
1185 967
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 968 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 969
970 delete ob->contr;
971
1190 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 975 */
976 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 978
1196 { 979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1197 next = mp->next; 981 next = mp->next;
982
1198 if (!strncmp (mp->path, buf, strlen (buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 984 delete_map (mp);
1200 } 985 }
1201 986
1202 delete_character (op->name, 1); 987 delete_character (ob->name, 1);
1203 }
1204 988
1205 play_again (op);
1206 return 1; 989 return 1;
1207} 990}
1208 991
1209void 992void
1210flee_player (object *op) 993flee_player (object *op)
1241 { 1024 {
1242 op->enemy = NULL; 1025 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1027 return;
1245 } 1028 }
1029
1246 get_rangevector (op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1247 1031
1248 dir = absdir (4 + rv.direction); 1032 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1033 for (diff = 0; diff < 3; diff++)
1250 { 1034 {
1251 int m = 1 - (RANDOM () & 2); 1035 int m = 1 - (RANDOM () & 2);
1252 1036
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1038 return;
1256 }
1257 } 1039 }
1040
1258 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1043 op->enemy = NULL;
1261} 1044}
1262 1045
1426 /* question: don't pick up known-poisonous stuff? */ 1209 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1210 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1211 if (tmp->type == FOOD)
1429 { 1212 {
1430 pick_up (op, tmp); 1213 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1214 continue;
1434 } 1215 }
1216
1435 if (op->contr->mode & PU_DRINK) 1217 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1219 {
1438 pick_up (op, tmp); 1220 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1221 continue;
1442 } 1222 }
1443 1223
1444 if (op->contr->mode & PU_POTION) 1224 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1225 if (tmp->type == POTION)
1446 { 1226 {
1447 pick_up (op, tmp); 1227 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1228 continue;
1451 } 1229 }
1452 1230
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1231 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1232 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1233 if (tmp->type == SPELLBOOK)
1456 { 1234 {
1457 pick_up (op, tmp); 1235 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1236 continue;
1461 } 1237 }
1238
1462 if (op->contr->mode & PU_SKILLSCROLL) 1239 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1240 if (tmp->type == SKILLSCROLL)
1464 { 1241 {
1465 pick_up (op, tmp); 1242 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1243 continue;
1469 } 1244 }
1245
1470 if (op->contr->mode & PU_READABLES) 1246 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1248 {
1473 pick_up (op, tmp); 1249 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1250 continue;
1477 } 1251 }
1478 1252
1479 /* wands/staves/rods/horns */ 1253 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1256 {
1483 pick_up (op, tmp); 1257 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1258 continue;
1487 } 1259 }
1488 1260
1489 /* pick up all magical items */ 1261 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1262 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1264 {
1493 pick_up (op, tmp); 1265 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1266 continue;
1497 } 1267 }
1498 1268
1499 if (op->contr->mode & PU_VALUABLES) 1269 if (op->contr->mode & PU_VALUABLES)
1500 { 1270 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1271 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1272 {
1503 pick_up (op, tmp); 1273 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1274 continue;
1507 } 1275 }
1508 } 1276 }
1509 1277
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1278 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1279 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1280 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1281 {
1514 pick_up (op, tmp); 1282 pick_up (op, tmp);
1283 continue;
1515 if (0) 1284 }
1516 fprintf (stderr, "JEWELS\n"); 1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1517 continue; 1291 continue;
1518 } 1292 }
1519 1293
1520 /* bows and arrows. Bows are good for selling! */ 1294 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1295 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1296 if (tmp->type == BOW)
1523 { 1297 {
1524 pick_up (op, tmp); 1298 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1299 continue;
1528 } 1300 }
1301
1529 if (op->contr->mode & PU_ARROW) 1302 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1303 if (tmp->type == ARROW)
1531 { 1304 {
1532 pick_up (op, tmp); 1305 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1306 continue;
1536 } 1307 }
1537 1308
1538 /* all kinds of armor etc. */ 1309 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1310 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1311 if (tmp->type == ARMOUR)
1541 { 1312 {
1542 pick_up (op, tmp); 1313 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1314 continue;
1546 } 1315 }
1316
1547 if (op->contr->mode & PU_HELMET) 1317 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1318 if (tmp->type == HELMET)
1549 { 1319 {
1550 pick_up (op, tmp); 1320 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1321 continue;
1554 } 1322 }
1323
1555 if (op->contr->mode & PU_SHIELD) 1324 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1325 if (tmp->type == SHIELD)
1557 { 1326 {
1558 pick_up (op, tmp); 1327 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1328 continue;
1562 } 1329 }
1330
1563 if (op->contr->mode & PU_BOOTS) 1331 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1332 if (tmp->type == BOOTS)
1565 { 1333 {
1566 pick_up (op, tmp); 1334 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1335 continue;
1570 } 1336 }
1337
1571 if (op->contr->mode & PU_GLOVES) 1338 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1339 if (tmp->type == GLOVES)
1573 { 1340 {
1574 pick_up (op, tmp); 1341 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1342 continue;
1578 } 1343 }
1344
1579 if (op->contr->mode & PU_CLOAK) 1345 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1346 if (tmp->type == CLOAK)
1581 { 1347 {
1582 pick_up (op, tmp); 1348 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1349 continue;
1586 } 1350 }
1587 1351
1588 /* hoping to catch throwing daggers here */ 1352 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1353 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1355 {
1592 pick_up (op, tmp); 1356 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1357 continue;
1596 } 1358 }
1597 1359
1598 /* careful: chairs and tables are weapons! */ 1360 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1361 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1364 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1367 {
1606 pick_up (op, tmp); 1368 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1369 continue;
1610 } 1370 }
1611 } 1371 }
1372
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1373 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1374 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1376 {
1616 pick_up (op, tmp); 1377 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1378 continue;
1620 } 1379 }
1621 } 1380 }
1622 } 1381 }
1623 1382
1624 /* misc stuff that's useful */ 1383 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1384 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1386 {
1628 pick_up (op, tmp); 1387 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1388 continue;
1632 } 1389 }
1633 1390
1634 /* any of the last 4 bits set means we use the ratio for value 1391 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1392 * pickups */
1657 continue; 1414 continue;
1658 } 1415 }
1659 } 1416 }
1660 } /* the new pickup model */ 1417 } /* the new pickup model */
1661 } 1418 }
1419
1662 return !stop; 1420 return !stop;
1663} 1421}
1664 1422
1665/* 1423/*
1666 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1843 if (!dir) 1601 if (!dir)
1844 { 1602 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1604 return 0;
1847 } 1605 }
1606
1848 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1850 else 1609 else
1851 { 1610 {
1852 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1860 { 1619 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1621 return 0;
1863 } 1622 }
1864 } 1623 }
1624
1865 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1866 { 1626 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1628 return 0;
1869 } 1629 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1632
1873 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1876 if (bowspeed < 1) 1637 if (bowspeed < 1)
1877 bowspeed = 1; 1638 bowspeed = 1;
1878 1639
1879 if (arrow == NULL) 1640 if (arrow == NULL)
1880 { 1641 {
1886 else 1647 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1649 return 0;
1889 } 1650 }
1890 } 1651 }
1652
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1655 return 0;
1895 } 1656
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1658 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1660 return 0;
1900 } 1661 }
1901 1662
1902 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1664 if (arrow->nrof == 0)
1904 { 1665 {
1905 remove_ob (arrow); 1666 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1667 return 0;
1908 } 1668 }
1909 1669
1910 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1672 if (!arrow)
1913 { 1673 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1675 return 0;
1916 } 1676 }
1917 set_owner (arrow, op); 1677
1678 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1919 1680
1920 arrow->direction = dir; 1681 arrow->direction = dir;
1921 arrow->x = sx; 1682 arrow->x = sx;
1922 arrow->y = sy; 1683 arrow->y = sy;
1923 1684
1924 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1925 { 1686 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1688 op->update_stats ();
1928 } 1689 }
1929 1690
1930 SET_ANIMATION (arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1694 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1695 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1696 arrow->spellarg = strdup (arrow->slaying);
1936 1697
1937 /* Note that this was different for monsters - they got their level 1698 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1699 * added to the damage. I think the strength bonus is more proper.
1939 */ 1700 */
1940 1701
1964 } 1725 }
1965 1726
1966 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1968 1729
1969 if (bow->slaying != NULL) 1730 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1731 arrow->slaying = bow->slaying;
1971 1732
1972 arrow->map = m; 1733 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
2092 item->speed = 0; 1853 item->speed = 0;
2093 update_ob_speed (item); 1854 update_ob_speed (item);
2094 } 1855 }
2095 if ((tmp = is_player_inv (item))) 1856 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1858 }
2098 } 1859 }
2099 else if (item->type == ROD || item->type == HORN) 1860 else if (item->type == ROD || item->type == HORN)
2100 { 1861 {
2130 case range_misc: 1891 case range_misc:
2131 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2132 return; 1893 return;
2133 1894
2134 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1897 {
2137 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1900 }
2141 else 1901 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1903 return;
2144 1904
2251 * 0 otherwise 2011 * 0 otherwise
2252 */ 2012 */
2253static int 2013static int
2254player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2255{ 2015{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2260 */ 2019 */
2261 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2303 */ 2062 */
2304
2305void 2063void
2306move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2307{ 2065{
2308 object *tmp, *mon; 2066 object *tmp, *mon;
2309 sint16 nx, ny; 2067 sint16 nx, ny;
2311 maptile *m; 2069 maptile *m;
2312 2070
2313 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2315 2073
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2317 2075
2318 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2334 } 2092 }
2335 else 2093 else
2336 m = op->map; 2094 m = op->map;
2337 2095
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2097 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2099 return;
2342 } 2100 }
2343 2101
2344 mon = NULL; 2102 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2106 * on the space
2349 */ 2107 */
2350 while (tmp != NULL) 2108 while (tmp)
2351 { 2109 {
2352 if (tmp == op) 2110 if (tmp == op)
2353 { 2111 {
2354 tmp = tmp->above; 2112 tmp = tmp->above;
2355 continue; 2113 continue;
2365 mon = tmp; 2123 mon = tmp;
2366 2124
2367 tmp = tmp->above; 2125 tmp = tmp->above;
2368 } 2126 }
2369 2127
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2129 return; /* into a wall */
2372 2130
2373 if (mon->head != NULL) 2131 if (mon->head)
2374 mon = mon->head; 2132 mon = mon->head;
2375 2133
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2378 return; 2136 return;
2390 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2391 */ 2149 */
2392 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2393#if COZY_SERVER 2151#if COZY_SERVER
2394 && 2152 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2155#else
2398 && get_owner (mon) == op 2156 && mon->owner == op
2399#endif 2157#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2159 {
2402 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2161 if (op->contr->braced)
2415 * attack them either. 2173 * attack them either.
2416 */ 2174 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2178 (op->contr->peaceful
2421 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2422 && mon->contr-> 2180 && mon->contr->
2423 peaceful)) && 2181 peaceful)) &&
2424#else 2182#else
2425 op->contr->peaceful && 2183 op->contr->peaceful &&
2426#endif 2184#endif
2427 !on_battleground)) 2185 !on_battleground))
2428 { 2186 {
2429 if (!op->contr->braced) 2187 if (!op->contr->braced)
2430 { 2188 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2433 } 2191 }
2434 else 2192 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2194
2438 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2196 make_visible (op);
2440 } 2197 }
2441 2198
2442 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2228
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2230 }
2474 2231
2475 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2476 2233
2477 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2237 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2240 {
2484 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2485 2242
2486 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2489 } 2246 }
2247
2490 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2491 make_visible (op); 2249 make_visible (op);
2492 } 2250 }
2493 } /* if player should attack something */ 2251 } /* if player should attack something */
2494} 2252}
2529 2287
2530 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2289 * server can handle repeat firing.
2532 */ 2290 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2292 op->direction = dir;
2536 }
2537 else 2293 else
2538 {
2539 op->direction = 0; 2294 op->direction = 0;
2540 } 2295
2541 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2298 * for players.
2544 */ 2299 */
2545 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2594 */ 2349 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2352
2602 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2355 * called, so we recheck it here.
2605 */ 2356 */
2606 HandleClient (&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2607 if (op->speed_left < 0) 2361 if (op->speed_left < 0)
2608 return 0; 2362 return 0;
2609 2363
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2365 {
2620 if (op->speed_left > 0) 2374 if (op->speed_left > 0)
2621 return 1; 2375 return 1;
2622 else 2376 else
2623 return 0; 2377 return 0;
2624 } 2378 }
2379
2625 return 0; 2380 return 0;
2626} 2381}
2627 2382
2628int 2383int
2629save_life (object *op) 2384save_life (object *op)
2630{ 2385{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2387 return 0;
2635 2388
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2391 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2641 if (op->contr) 2395 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2396 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2397
2644 free_object (tmp); 2398 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2646 if (op->stats.hp < 0) 2401 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2402 op->stats.hp = op->stats.maxhp;
2403
2648 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2649 op->stats.food = 999; 2405 op->stats.food = 999;
2650 fix_player (op); 2406
2407 op->update_stats ();
2651 return 1; 2408 return 1;
2652 } 2409 }
2410
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2413 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2414 return 0;
2657} 2415}
2671 next = op->below; /* Make sure we have a good value, in case 2429 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2430 * we remove object 'op'
2673 */ 2431 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2433 {
2676 remove_ob (op); 2434 op->remove ();
2677 op->x = env->x; 2435 op->x = env->x;
2678 op->y = env->y; 2436 op->y = env->y;
2679 if (env->type == PLAYER) 2437 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2438 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2439 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2440 }
2683 else if (op->inv) 2441 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2442 remove_unpaid_objects (op->inv, env);
2443
2685 op = next; 2444 op = next;
2686 } 2445 }
2687} 2446}
2688
2689 2447
2690/* 2448/*
2691 * Returns pointer a static string containing gravestone text 2449 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2450 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2451 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2462 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2465 else
2708 sprintf (buf, "%s\n", &op->name); 2466 sprintf (buf, "%s\n", &op->name);
2467
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2469 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2472 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2476 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2477 if (op->type == PLAYER)
2718 { 2478 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2481 strcat (buf2, buf);
2722 } 2482 }
2483
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2486 strcat (buf2, buf);
2487
2726 return buf2; 2488 return buf2;
2727} 2489}
2728
2729
2730 2490
2731void 2491void
2732do_some_living (object *op) 2492do_some_living (object *op)
2733{ 2493{
2734 int last_food = op->stats.food; 2494 int last_food = op->stats.food;
2743 const int max_grace = 1; 2503 const int max_grace = 1;
2744 2504
2745 if (op->contr->outputs_sync) 2505 if (op->contr->outputs_sync)
2746 { 2506 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]); 2509 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2510 }
2751 2511
2752 if (op->contr->state == ST_PLAYING) 2512 if (op->contr->ns->state == ST_PLAYING)
2753 { 2513 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2514 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2515 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2516 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2517 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2518 else
2760 { 2519 {
2761 gen_hp = op->stats.maxhp; 2520 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2521 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2522 }
2523
2764 if (op->contr->gen_sp >= 0) 2524 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2525 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2526 else
2767 { 2527 {
2768 gen_sp = op->stats.maxsp; 2528 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2529 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2530 }
2531
2771 if (op->contr->gen_grace >= 0) 2532 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2534 else
2774 { 2535 {
2775 gen_grace = op->stats.maxgrace; 2536 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2552 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2554 op->stats.food = last_food;
2794 } 2555 }
2795 } 2556 }
2557
2796 if (max_sp > 1) 2558 if (max_sp > 1)
2797 { 2559 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2560 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2561 if (over_sp > 0)
2800 { 2562 {
2801 if (op->stats.sp < op->stats.maxsp) 2563 if (op->stats.sp < op->stats.maxsp)
2802 { 2564 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2568 op->stats.sp--;
2569
2806 if (op->stats.sp > op->stats.maxsp) 2570 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2571 op->stats.sp = op->stats.maxsp;
2808 } 2572 }
2809 op->last_sp = 0; 2573 op->last_sp = 0;
2810 } 2574 }
2811 else 2575 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2577 }
2816 else 2578 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2580 }
2821 2581
2822 /* Regenerate Grace */ 2582 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2584 if (--op->last_grace < 0)
2825 { 2585 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2586 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2828 if (max_grace > 1) 2589 if (max_grace > 1)
2829 { 2590 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2592 if (over_grace > 0)
2832 { 2593 {
2860 op->stats.food += op->contr->digestion; 2621 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2623 op->stats.food = last_food;
2863 } 2624 }
2864 } 2625 }
2626
2865 if (max_hp > 1) 2627 if (max_hp > 1)
2866 { 2628 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2630 if (over_hp > 0)
2869 { 2631 {
2893 2655
2894 if (op->contr->gen_hp > 0) 2656 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2658 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660
2898 /* dms do not consume food */ 2661 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2663 op->stats.food--;
2901 } 2664 }
2902 }
2903 2665
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2666 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2667 {
2906 object *tmp, *flesh = NULL; 2668 object *tmp, *flesh = 0;
2907 2669
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2670 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2671 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2673 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2675 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2677 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2678 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2679 break;
2918 } 2680 }
2919 else if (tmp->type == FLESH) 2681 else if (tmp->type == FLESH)
2920 flesh = tmp; 2682 flesh = tmp;
2921 } /* End if paid for object */ 2683 } /* End if paid for object */
2922 } /* end of for loop */ 2684 } /* end of for loop */
2685
2923 /* If player is still starving, it means they don't have any food, so 2686 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2687 * eat flesh instead.
2925 */ 2688 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2690 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2692 manual_apply (op, flesh, 0);
2930 } 2693 }
2931 } /* end if player is starving */ 2694 }
2932 2695
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2696 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2935 2698
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2700 kill_player (op);
2701 }
2938} 2702}
2939
2940
2941 2703
2942/* If the player should die (lack of hp, food, etc), we call this. 2704/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2705 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2706 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2707 * file.
2978 /* restore player */ 2740 /* restore player */
2979 at = archetype::find ("poisoning"); 2741 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2742 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2743 if (tmp)
2982 { 2744 {
2983 remove_ob (tmp); 2745 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2747 }
2987 2748
2988 at = archetype::find ("confusion"); 2749 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2750 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2751 if (tmp)
2991 { 2752 {
2992 remove_ob (tmp); 2753 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2755 }
2996 2756
2997 cure_disease (op, 0); /* remove any disease */ 2757 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2758 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2814 x = op->x;
3055 y = op->y; 2815 y = op->y;
3056 map = op->map; 2816 map = op->map;
3057 2817
3058 2818
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2819 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2820 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2821 * See the config.h file for a little more in depth detail about this.
3064 */ 2822 */
3065 2823
3066 /* Basically two ways to go - remove a stat permanently, or just 2824 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2825 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2826 * of death.
3069 */ 2827 */
3070#ifndef COZY_SERVER 2828#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2829 if (settings.balanced_stat_loss)
3072 { 2830 {
3073 /* If stat loss is permanent, lose one stat only. */ 2831 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2832 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2833 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2834 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2835 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2836 little bit harder. */
3079 /* GD */ 2837 /* GD */
3080 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2839 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2840 else
3086 { 2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 }
2843 else
2844 {
3087 num_stats_lose = 1; 2845 num_stats_lose = 1;
3088 } 2846 }
3089 lost_a_stat = 0; 2847 lost_a_stat = 0;
3090 2848
3091 for (z = 0; z < num_stats_lose; z++) 2849 for (z = 0; z < num_stats_lose; z++)
3092 { 2850 {
3093 i = RANDOM () % NUM_STATS; 2851 i = RANDOM () % NUM_STATS;
3094 2852
3095 if (settings.stat_loss_on_death) 2853 if (settings.stat_loss_on_death)
3096 { 2854 {
3097 /* Pick a random stat and take a point off it. Tell the player 2855 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2856 * what he lost.
3099 */ 2857 */
3100 change_attr_value (&(op->stats), i, -1); 2858 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2859 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2860 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2861 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2863 lost_a_stat = 1;
2864 }
2865 else
2866 {
2867 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion");
2869 object *dep;
2870
2871 dep = present_arch_in_ob (deparch, op);
2872 if (!dep)
2873 {
2874 dep = arch_to_object (deparch);
2875 insert_ob_in_ob (dep, op);
3106 } 2876 }
3107 else 2877 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss)
3108 { 2879 {
3109 /* deplete a stat */ 2880 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2881 /* Get the stat that we're about to deplete. */
3111 object *dep; 2882 this_stat = get_attr_value (&(dep->stats), i);
3112 2883 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2884 {
3116 dep = arch_to_object (deparch); 2885 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2886 int keep_chance = this_stat * this_stat;
3118 } 2887
3119 lose_this_stat = 1; 2888 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2889 if (keep_chance < 1)
2890 keep_chance = 1;
2891
2892 /* There is a maximum depletion total per level. */
2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2894 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2895 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2896 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2897 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2898 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2899 else
3161 if (this_stat >= -50)
3162 { 2900 {
3163 change_attr_value (&(dep->stats), i, -1); 2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2902 lose_this_stat = 0;
2903 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2904 this_stat, keep_chance, loss_chance,
2905 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2906 }
3169 } 2907 }
3170 } 2908 }
2909
2910 if (lose_this_stat)
2911 {
2912 this_stat = get_attr_value (&(dep->stats), i);
2913 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a
2917 * difference.
2918 */
2919 if (this_stat >= -50)
2920 {
2921 change_attr_value (&(dep->stats), i, -1);
2922 SET_FLAG (dep, FLAG_APPLIED);
2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2924 op->update_stats ();
2925 lost_a_stat = 1;
2926 }
3171 } 2927 }
2928 }
2929 }
3172 /* If no stat lost, tell the player. */ 2930 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2931 if (!lost_a_stat)
3174 { 2932 {
3175 /* determine_god() seems to not work sometimes... why is this? 2933 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2934 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2935 const char *god = determine_god (op);
3178 2936
3179 if (god && (strcmp (god, "none"))) 2937 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2939 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2941 }
2942#else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2944#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2945
3187 /* Put a gravestone up where the character 'almost' died. List the 2946 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2947 * exp loss on the stone.
3189 */ 2948 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2949 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2950 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2951 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2952 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2953 tmp->name_pl = buf;
3195 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); 2954 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);
3196 tmp->msg = buf; 2955 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2958
3200 /**************************************/ 2959 /**************************************/
3201 /* */ 2960 /* */
3202 /* Subtract the experience points, */ 2961 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2962 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2963 /* food, and reset HP's... */
3205 /* */ 2964 /* */
3206
3207 /**************************************/ 2965 /**************************************/
3208 2966
3209 /* remove any poisoning and confusion the character may be suffering. */ 2967 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2968 /* restore player */
3211 at = archetype::find ("poisoning"); 2969 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
2971
3213 if (tmp) 2972 if (tmp)
3214 { 2973 {
3215 remove_ob (tmp); 2974 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2976 }
3219 2977
3220 at = archetype::find ("confusion"); 2978 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2979 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2980 if (tmp)
3223 { 2981 {
3224 remove_ob (tmp); 2982 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2984 }
2985
3228 cure_disease (op, 0); /* remove any disease */ 2986 cure_disease (op, 0); /* remove any disease */
3229 2987
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2988 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2989 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2990 if (op->stats.food < 100)
3233 op->stats.food = 900; 2991 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2995
3238 /* 2996 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2997 * Check to see if the player is in a shop. IF so, then check to see if
3240 * the player has any unpaid items. If so, remove them and put them back 2998 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2999 * in the map.
3242 */ 3000 */
3243 3001
3244 if (is_in_shop (op)) 3002 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 3003 remove_unpaid_objects (op->inv, op);
3246 3004
3247 /****************************************/ 3005 /****************************************/
3248 /* */ 3006 /* */
3249 /* Move player to his current respawn- */ 3007 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 3008 /* position (usually last savebed) */
3251 /* */ 3009 /* */
3252
3253 /****************************************/ 3010 /****************************************/
3254 3011
3255 enter_player_savebed (op); 3012 enter_player_savebed (op);
3256 3013
3257 /* Save the player before inserting the force to reduce 3014 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3015 * chance of abuse.
3259 */ 3016 */
3260 op->contr->braced = 0; 3017 op->contr->braced = 0;
3261 save_player (op, 1); 3018 op->contr->save ();
3262 3019
3263 /* it is possible that the player has blown something up 3020 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3021 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3022 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3023 * on the space that might harm the player.
3267 */ 3024 */
3268 will_kill_again = 0; 3025 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3026 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3027 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3028 will_kill_again |= tmp->attacktype;
3273 } 3029
3274 if (will_kill_again) 3030 if (will_kill_again)
3275 { 3031 {
3276 object *force; 3032 object *force;
3277 int at; 3033 int at;
3278 3034
3279 force = get_archetype (FORCE_NAME); 3035 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3036 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3037 force->speed = 0.1;
3282 force->speed_left = -5.0; 3038 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3039 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3040 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3041 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3042 force->resist[at] = 100;
3288 } 3043
3289 insert_ob_in_ob (force, op); 3044 insert_ob_in_ob (force, op);
3290 fix_player (op); 3045 op->update_stats ();
3291 3046
3292 } 3047 }
3293 3048
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 3050}
3363
3364 3051
3365void 3052void
3366loot_object (object *op) 3053loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3054{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3055 object *tmp, *tmp2, *next;
3369 3056
3370 if (op->container) 3057 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3058 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3059
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3060 for (tmp = op->inv; tmp; tmp = next)
3376 { 3061 {
3377 next = tmp->below; 3062 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3063
3064 if (tmp->invisible)
3379 continue; 3065 continue;
3380 remove_ob (tmp); 3066
3067 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3068 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3069 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3070 { /* empty container to ground */
3384 loot_object (tmp); 3071 loot_object (tmp);
3385 } 3072 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3074 {
3388 if (tmp->nrof > 1) 3075 if (tmp->nrof > 1)
3389 { 3076 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3078 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3079 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3080 }
3394 else 3081 else
3395 free_object (tmp); 3082 tmp->destroy ();
3396 } 3083 }
3397 else 3084 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3085 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3086 }
3400} 3087}
3406 */ 3093 */
3407 3094
3408void 3095void
3409fix_weight (void) 3096fix_weight (void)
3410{ 3097{
3411 player *pl;
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next) 3098 for (player *pl = first_player; pl; pl = pl->next)
3414 { 3099 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3101
3417 if (old == sum) 3102 if (old == sum)
3418 continue; 3103 continue;
3419 fix_player (pl->ob); 3104 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3106 }
3422} 3107}
3423 3108
3424void 3109void
3425fix_luck (void) 3110fix_luck (void)
3426{ 3111{
3427 player *pl;
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next) 3112 for (player *pl = first_player; pl; pl = pl->next)
3430 if (!pl->ob->contr->state) 3113 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3114 pl->ob->change_luck (0);
3432} 3115}
3433
3434 3116
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3117/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3118 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3119 * just treat this as any other spell casting object.
3438 */ 3120 */
3439
3440void 3121void
3441cast_dust (object *op, object *throw_ob, int dir) 3122cast_dust (object *op, object *throw_ob, int dir)
3442{ 3123{
3443 object *skop, *spob; 3124 object *skop, *spob;
3444 3125
3465 if (op->type == PLAYER) 3146 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3148
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3149 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3150
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3151 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3152}
3474 3153
3475void 3154void
3476make_visible (object *op) 3155make_visible (object *op)
3477{ 3156{
3491 object *tmp = NULL; 3170 object *tmp = NULL;
3492 3171
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3173 return 1;
3495 3174
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3175 return 0;
3502} 3176}
3503 3177
3504/* look at the surrounding terrain to determine 3178/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3179 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3294 if (mflags & P_OUT_OF_MAP)
3621 continue; 3295 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3296 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3297 continue;
3624 3298
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3299 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3300 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3301 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3302 return 1;
3629 else if (tmp->type == PLAYER) 3303 else if (tmp->type == PLAYER)
3630 { 3304 {
3684 3358
3685 /* only the viewable area the player sees is updated by LOS 3359 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3360 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3361 * for any meaningful values.
3688 */ 3362 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3366 return 1;
3693 op = op->more; 3367 op = op->more;
3694 } 3368 }
3695 return 0; 3369 return 0;
3696} 3370}
3882 { 3556 {
3883 /* forces in the treasurelist can alter the player's stats */ 3557 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3558 object *skin;
3885 3559
3886 /* first get the dragon skin force */ 3560 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3563 ;
3564
3888 if (skin == NULL) 3565 if (!skin)
3889 return; 3566 return;
3890 3567
3891 /* adding new spellpath attunements */ 3568 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3569 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3570 {

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