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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 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 171// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 173void
202 */ 174player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 175{
213 object *op = arch_to_object (get_player_archetype (NULL)); 176 this->ns = ns;
214 int i; 177 ns->pl = this;
215 178
216 if (!p) 179 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; 180 first_player = this;
234 181
235 p->next = NULL; 182 ns->update_look = 0;
236 } 183 ns->look_position = 0;
237 184
238 /* Clears basically the entire player structure except 185 clear_los (ob);
239 * for next and socket. 186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 208 */
241 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
242 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
243 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 274 * we deal with that below this point.
245 */ 275 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 279
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
257 281
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; 282 gen_sp_armour = 10;
272 p->last_speed = -1; 283 last_speed = -1;
273 p->shoottype = range_none; 284 shoottype = range_none;
274 p->bowtype = bow_normal; 285 bowtype = bow_normal;
275 p->petmode = pet_normal; 286 petmode = pet_normal;
276 p->listening = 10; 287 listening = 10;
277 p->usekeys = containers; 288 usekeys = containers;
278 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 291 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);
288 292
289 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
292 * at zero. 296 * at zero.
293 */ 297 */
294 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 300
298 }
299 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 302 last_resist[i] = -1;
302 } 303
303 p->last_stats.exp = -1; 304 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 306}
310 307
311/* This loads the first map an puts the player on it. */ 308player::~player ()
312static void
313set_first_map (object *op)
314{ 309{
315 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
321/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
323 * mode. 350 * mode.
324 */ 351 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
330 356
331 p = get_player (NULL); 357 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));
334 358
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; 359 return pl;
354} 360}
355 361
356/* 362/*
357 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
367 { 373 {
368 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
369 at = first_archetype; 375 at = first_archetype;
370 else 376 else
371 at = at->next; 377 at = at->next;
378
372 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
373 return at; 380 return at;
381
374 if (at == start) 382 if (at == start)
375 { 383 {
376 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 385 exit (-1);
378 } 386 }
379 } 387 }
380} 388}
381
382 389
383object * 390object *
384get_nearest_player (object *mon) 391get_nearest_player (object *mon)
385{ 392{
386 object *op = NULL; 393 object *op = NULL;
463 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 472 * is probably not a good thing.
466 */ 473 */
467#define MAX_SPACES 50 474#define MAX_SPACES 50
468
469 475
470/* 476/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 652 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 653 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 654 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 655 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 656 {
651 remove_ob (op); 657 op->destroy ();
652 free_object (op);
653 continue; 658 continue;
654 } 659 }
655 } 660 }
656 661
657 /* This really needs to be better - we should really give 662 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 673 if (tmp->type == op->type && tmp->name == op->name)
669 break; 674 break;
670 675
671 if (tmp) 676 if (tmp)
672 { 677 {
673 remove_ob (op); 678 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 680 continue;
677 } 681 }
682
678 if (op->nrof > 1) 683 if (op->nrof > 1)
679 op->nrof = 1; 684 op->nrof = 1;
680 } 685 }
681 686
682 if (op->type == SPELLBOOK && op->inv) 687 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 699 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 700 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 701 }
697 if (op->type == SPELL) 702 if (op->type == SPELL)
698 { 703 {
699 remove_ob (op); 704 op->destroy ();
700 free_object (op);
701 continue; 705 continue;
702 } 706 }
703 else if (op->type == SKILL) 707 else if (op->type == SKILL)
704 { 708 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
715 link_player_skills (pl); 719 link_player_skills (pl);
716} 720}
717 721
718void 722void
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) 723get_party_password (object *op, partylist *party)
803{ 724{
804 if (party == NULL) 725 if (party == NULL)
805 { 726 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 728 return;
808 } 729 }
730
809 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 735}
814
815 736
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 738static int
818roll_stat (void) 739roll_stat (void)
819{ 740{
820 int a[4], i, j, k; 741 int a[4], i, j, k;
821 742
822 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 747 if (a[i] < k)
827 k = a[i], j = i; 748 k = a[i], j = i;
828 749
829 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 751 if (i != j)
832 k += a[i]; 752 k += a[i];
833 } 753
834 return k; 754 return k;
835} 755}
836 756
837void 757void
838roll_stats (object *op) 758object::roll_stats ()
839{ 759{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 760 int statsort [7];
843 761
844 do 762 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 } 763 {
855 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
856 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
857 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 773 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;
865 774
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]; 775 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
890 782
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; 783 stats.exp = 0;
902 op->stats.ac = 0; 784 stats.ac = 0;
903 785
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; 786 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
912 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
913} 798}
914 799
915void 800void
916Roll_Again (object *op) 801object::swap_stats (int a, int b)
917{ 802{
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); 803 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)); 804 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); 805 set_attr_value (&contr->orig_stats, b, tmp);
942 806
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; 807 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 817 stats.ac = 0;
953 818
954 op->level = 1; 819 level = 1;
955 op->stats.exp = 0; 820 stats.exp = 0;
956 op->stats.ac = 0; 821 stats.ac = 0;
957 822
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; 823 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
966 op->contr->orig_stats = op->stats; 833 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 { 834 }
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} 835}
1044 836
1045/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1049 * not the class. 841 * not the class.
1050 */ 842 */
1051
1052int 843int
1053key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1054{ 845{
1055 int tmp_loop; 846 int tmp_loop;
1056 847
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') 848 if (key == 'd' || key == 'D')
1064 { 849 {
1065 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1066 851
1067 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (op->contr, op->weight + op->carrying);
854
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 855 treasurelist *tl = find_treasurelist ("starting_wealth");
856 if (tl)
857 create_treasure (tl, op, 0, 0, 0);
1070 858
1071 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1073 861
1074 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1075 863
1076 if (op->msg) 864 if (op->msg)
1077 op->msg = NULL; 865 op->msg = NULL;
1078 866
1079 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1088 start_info (op); 876 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 879 link_player_skills (op);
1092 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1093 fix_player (op); 881 op->update_stats ();
1094 882
1095 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1096 * is one for this race 884 * is one for this race
1097 */ 885 */
1098 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1099 { 887 {
1100 object *tmp; 888 object *tmp;
1101 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1102 890
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 892 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1110 * default initial map */ 898 * default initial map */
1111 free_object (tmp); 899 tmp->destroy ();
1112 } 900 }
1113 else 901 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 903
1117 return 0; 904 return 0;
1118 } 905 }
1119 906
1120 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1125 while (!tmp_loop) 912 while (!tmp_loop)
1126 { 913 {
1127 shstr name = op->name; 914 shstr name = op->name;
1128 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1129 916
1130 remove_statbonus (op); 917 op->remove_statbonus ();
1131 remove_ob (op); 918 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 920 op->arch->clone.copy_to (op);
1134 op->instantiate (); 921 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 923 op->name = op->name_pl = name;
1137 op->x = x; 924 op->x = x;
1138 op->y = y; 925 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 929 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1144 } 931 }
1145 932
1146 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 935 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 938 op->stats.grace = 0;
1152 939
1153 if (op->msg) 940 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 942
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 943 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; 944 return 0;
1158} 945}
1159 946
1160int 947int
1161key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1162{ 949{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 951 {
1167 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 954 return 1;
1170 } 955 }
1171 956
1172 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 962 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 964
1180 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1181 check_score (op); 966 check_score (op);
1182 op->contr->party = NULL; 967 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1185 969
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 971
972 delete ob->contr;
973
1190 /* We need to hunt for any per player unique maps in memory and 974 /* 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, 975 * 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 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 977 */
978 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 980
1196 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1197 next = mp->next; 983 next = mp->next;
984
1198 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 986 delete_map (mp);
1200 } 987 }
1201 988
1202 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1203 }
1204 990
1205 play_again (op);
1206 return 1; 991 return 1;
1207} 992}
1208 993
1209void 994void
1210flee_player (object *op) 995flee_player (object *op)
1241 { 1026 {
1242 op->enemy = NULL; 1027 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1029 return;
1245 } 1030 }
1031
1246 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1247 1033
1248 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1250 { 1036 {
1251 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1252 1038
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1040 return;
1256 }
1257 } 1041 }
1042
1258 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1045 op->enemy = NULL;
1261} 1046}
1262 1047
1426 /* question: don't pick up known-poisonous stuff? */ 1211 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1212 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1213 if (tmp->type == FOOD)
1429 { 1214 {
1430 pick_up (op, tmp); 1215 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1216 continue;
1434 } 1217 }
1218
1435 if (op->contr->mode & PU_DRINK) 1219 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1221 {
1438 pick_up (op, tmp); 1222 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1223 continue;
1442 } 1224 }
1443 1225
1444 if (op->contr->mode & PU_POTION) 1226 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1227 if (tmp->type == POTION)
1446 { 1228 {
1447 pick_up (op, tmp); 1229 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1230 continue;
1451 } 1231 }
1452 1232
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1233 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1234 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1235 if (tmp->type == SPELLBOOK)
1456 { 1236 {
1457 pick_up (op, tmp); 1237 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1238 continue;
1461 } 1239 }
1240
1462 if (op->contr->mode & PU_SKILLSCROLL) 1241 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1242 if (tmp->type == SKILLSCROLL)
1464 { 1243 {
1465 pick_up (op, tmp); 1244 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1245 continue;
1469 } 1246 }
1247
1470 if (op->contr->mode & PU_READABLES) 1248 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1250 {
1473 pick_up (op, tmp); 1251 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1252 continue;
1477 } 1253 }
1478 1254
1479 /* wands/staves/rods/horns */ 1255 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1258 {
1483 pick_up (op, tmp); 1259 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1260 continue;
1487 } 1261 }
1488 1262
1489 /* pick up all magical items */ 1263 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1264 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1266 {
1493 pick_up (op, tmp); 1267 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1268 continue;
1497 } 1269 }
1498 1270
1499 if (op->contr->mode & PU_VALUABLES) 1271 if (op->contr->mode & PU_VALUABLES)
1500 { 1272 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1273 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1274 {
1503 pick_up (op, tmp); 1275 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1276 continue;
1507 } 1277 }
1508 } 1278 }
1509 1279
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1280 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1281 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1282 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1283 {
1514 pick_up (op, tmp); 1284 pick_up (op, tmp);
1285 continue;
1515 if (0) 1286 }
1516 fprintf (stderr, "JEWELS\n"); 1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1517 continue; 1293 continue;
1518 } 1294 }
1519 1295
1520 /* bows and arrows. Bows are good for selling! */ 1296 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1297 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1298 if (tmp->type == BOW)
1523 { 1299 {
1524 pick_up (op, tmp); 1300 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1301 continue;
1528 } 1302 }
1303
1529 if (op->contr->mode & PU_ARROW) 1304 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1305 if (tmp->type == ARROW)
1531 { 1306 {
1532 pick_up (op, tmp); 1307 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1308 continue;
1536 } 1309 }
1537 1310
1538 /* all kinds of armor etc. */ 1311 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1312 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1313 if (tmp->type == ARMOUR)
1541 { 1314 {
1542 pick_up (op, tmp); 1315 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1316 continue;
1546 } 1317 }
1318
1547 if (op->contr->mode & PU_HELMET) 1319 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1320 if (tmp->type == HELMET)
1549 { 1321 {
1550 pick_up (op, tmp); 1322 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1323 continue;
1554 } 1324 }
1325
1555 if (op->contr->mode & PU_SHIELD) 1326 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1327 if (tmp->type == SHIELD)
1557 { 1328 {
1558 pick_up (op, tmp); 1329 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1330 continue;
1562 } 1331 }
1332
1563 if (op->contr->mode & PU_BOOTS) 1333 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1334 if (tmp->type == BOOTS)
1565 { 1335 {
1566 pick_up (op, tmp); 1336 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1337 continue;
1570 } 1338 }
1339
1571 if (op->contr->mode & PU_GLOVES) 1340 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1341 if (tmp->type == GLOVES)
1573 { 1342 {
1574 pick_up (op, tmp); 1343 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1344 continue;
1578 } 1345 }
1346
1579 if (op->contr->mode & PU_CLOAK) 1347 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1348 if (tmp->type == CLOAK)
1581 { 1349 {
1582 pick_up (op, tmp); 1350 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1351 continue;
1586 } 1352 }
1587 1353
1588 /* hoping to catch throwing daggers here */ 1354 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1355 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1357 {
1592 pick_up (op, tmp); 1358 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1359 continue;
1596 } 1360 }
1597 1361
1598 /* careful: chairs and tables are weapons! */ 1362 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1363 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1366 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1369 {
1606 pick_up (op, tmp); 1370 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1371 continue;
1610 } 1372 }
1611 } 1373 }
1374
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1375 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1376 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1378 {
1616 pick_up (op, tmp); 1379 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1380 continue;
1620 } 1381 }
1621 } 1382 }
1622 } 1383 }
1623 1384
1624 /* misc stuff that's useful */ 1385 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1386 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1388 {
1628 pick_up (op, tmp); 1389 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1390 continue;
1632 } 1391 }
1633 1392
1634 /* any of the last 4 bits set means we use the ratio for value 1393 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1394 * pickups */
1657 continue; 1416 continue;
1658 } 1417 }
1659 } 1418 }
1660 } /* the new pickup model */ 1419 } /* the new pickup model */
1661 } 1420 }
1421
1662 return !stop; 1422 return !stop;
1663} 1423}
1664 1424
1665/* 1425/*
1666 * Find an arrow in the inventory and after that 1426 * Find an arrow in the inventory and after that
1843 if (!dir) 1603 if (!dir)
1844 { 1604 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1606 return 0;
1847 } 1607 }
1608
1848 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1850 else 1611 else
1851 { 1612 {
1852 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1860 { 1621 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1623 return 0;
1863 } 1624 }
1864 } 1625 }
1626
1865 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1866 { 1628 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1630 return 0;
1869 } 1631 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1634
1873 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1876 if (bowspeed < 1) 1639 if (bowspeed < 1)
1877 bowspeed = 1; 1640 bowspeed = 1;
1878 1641
1879 if (arrow == NULL) 1642 if (arrow == NULL)
1880 { 1643 {
1886 else 1649 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1651 return 0;
1889 } 1652 }
1890 } 1653 }
1654
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1657 return 0;
1895 } 1658
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1660 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1662 return 0;
1900 } 1663 }
1901 1664
1902 /* this should not happen, but sometimes does */ 1665 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1666 if (arrow->nrof == 0)
1904 { 1667 {
1905 remove_ob (arrow); 1668 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1669 return 0;
1908 } 1670 }
1909 1671
1910 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1674 if (!arrow)
1913 { 1675 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1677 return 0;
1916 } 1678 }
1917 set_owner (arrow, op); 1679
1680 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1919 1682
1920 arrow->direction = dir; 1683 arrow->direction = dir;
1921 arrow->x = sx; 1684 arrow->x = sx;
1922 arrow->y = sy; 1685 arrow->y = sy;
1923 1686
1924 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1925 { 1688 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1690 op->update_stats ();
1928 } 1691 }
1929 1692
1930 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1936 1699
1937 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1939 */ 1702 */
1940 1703
1964 } 1727 }
1965 1728
1966 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1968 1731
1969 if (bow->slaying != NULL) 1732 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1971 1734
1972 arrow->map = m; 1735 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2092 item->speed = 0; 1855 item->speed = 0;
2093 update_ob_speed (item); 1856 update_ob_speed (item);
2094 } 1857 }
2095 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1860 }
2098 } 1861 }
2099 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2100 { 1863 {
2130 case range_misc: 1893 case range_misc:
2131 fire_misc_object (op, dir); 1894 fire_misc_object (op, dir);
2132 return; 1895 return;
2133 1896
2134 case range_golem: /* Control summoned monsters from scrolls */ 1897 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) 1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1899 {
2137 op->contr->ranges[range_golem] = NULL; 1900 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1901 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1902 }
2141 else 1903 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1904 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1905 return;
2144 1906
2251 * 0 otherwise 2013 * 0 otherwise
2252 */ 2014 */
2253static int 2015static int
2254player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2255{ 2017{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* 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 - 2019 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2260 */ 2021 */
2261 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2303 */ 2064 */
2304
2305void 2065void
2306move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2307{ 2067{
2308 object *tmp, *mon; 2068 object *tmp, *mon;
2309 sint16 nx, ny; 2069 sint16 nx, ny;
2311 maptile *m; 2071 maptile *m;
2312 2072
2313 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2315 2075
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2317 2077
2318 /* If braced, or can't move to the square, and it is not out of the 2078 /* 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 2079 * 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 2080 * 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 2081 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2334 } 2094 }
2335 else 2095 else
2336 m = op->map; 2096 m = op->map;
2337 2097
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2099 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2101 return;
2342 } 2102 }
2343 2103
2344 mon = NULL; 2104 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* 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. 2106 * 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 2107 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2108 * on the space
2349 */ 2109 */
2350 while (tmp != NULL) 2110 while (tmp)
2351 { 2111 {
2352 if (tmp == op) 2112 if (tmp == op)
2353 { 2113 {
2354 tmp = tmp->above; 2114 tmp = tmp->above;
2355 continue; 2115 continue;
2365 mon = tmp; 2125 mon = tmp;
2366 2126
2367 tmp = tmp->above; 2127 tmp = tmp->above;
2368 } 2128 }
2369 2129
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2131 return; /* into a wall */
2372 2132
2373 if (mon->head != NULL) 2133 if (mon->head)
2374 mon = mon->head; 2134 mon = mon->head;
2375 2135
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2378 return; 2138 return;
2390 * player owns it and it is either friendly or unagressive. 2150 * player owns it and it is either friendly or unagressive.
2391 */ 2151 */
2392 if ((op->type == PLAYER) 2152 if ((op->type == PLAYER)
2393#if COZY_SERVER 2153#if COZY_SERVER
2394 && 2154 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2155 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2157#else
2398 && get_owner (mon) == op 2158 && mon->owner == op
2399#endif 2159#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2161 {
2402 /* If we're braced, we don't want to switch places with it */ 2162 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2163 if (op->contr->braced)
2415 * attack them either. 2175 * attack them either.
2416 */ 2176 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2180 (op->contr->peaceful
2421 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2422 && mon->contr-> 2182 && mon->contr->
2423 peaceful)) && 2183 peaceful)) &&
2424#else 2184#else
2425 op->contr->peaceful && 2185 op->contr->peaceful &&
2426#endif 2186#endif
2427 !on_battleground)) 2187 !on_battleground))
2428 { 2188 {
2429 if (!op->contr->braced) 2189 if (!op->contr->braced)
2430 { 2190 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2433 } 2193 }
2434 else 2194 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2196
2438 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2198 make_visible (op);
2440 } 2199 }
2441 2200
2442 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2230
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2232 }
2474 2233
2475 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2476 2235
2477 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2239 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2242 {
2484 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2485 2244
2486 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2489 } 2248 }
2249
2490 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2491 make_visible (op); 2251 make_visible (op);
2492 } 2252 }
2493 } /* if player should attack something */ 2253 } /* if player should attack something */
2494} 2254}
2529 2289
2530 /* Add special check for newcs players and fire on - this way, the 2290 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2291 * server can handle repeat firing.
2532 */ 2292 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2294 op->direction = dir;
2536 }
2537 else 2295 else
2538 {
2539 op->direction = 0; 2296 op->direction = 0;
2540 } 2297
2541 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2300 * for players.
2544 */ 2301 */
2545 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2347 /* 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 2348 * 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 2349 * 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. 2350 * put this in a a workaround to clean up the golem pointer.
2594 */ 2351 */
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))) 2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2353 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2354
2602 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2357 * called, so we recheck it here.
2605 */ 2358 */
2606 HandleClient (&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2607 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2608 return 0; 2364 return 0;
2609 2365
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2367 {
2620 if (op->speed_left > 0) 2376 if (op->speed_left > 0)
2621 return 1; 2377 return 1;
2622 else 2378 else
2623 return 0; 2379 return 0;
2624 } 2380 }
2381
2625 return 0; 2382 return 0;
2626} 2383}
2627 2384
2628int 2385int
2629save_life (object *op) 2386save_life (object *op)
2630{ 2387{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2388 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2389 return 0;
2635 2390
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2393 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2394 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)); 2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396
2641 if (op->contr) 2397 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2398 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2399
2644 free_object (tmp); 2400 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2401 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402
2646 if (op->stats.hp < 0) 2403 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2405
2648 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2649 op->stats.food = 999; 2407 op->stats.food = 999;
2650 fix_player (op); 2408
2409 op->update_stats ();
2651 return 1; 2410 return 1;
2652 } 2411 }
2412
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2415 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2416 return 0;
2657} 2417}
2671 next = op->below; /* Make sure we have a good value, in case 2431 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2432 * we remove object 'op'
2673 */ 2433 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2434 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2435 {
2676 remove_ob (op); 2436 op->remove ();
2677 op->x = env->x; 2437 op->x = env->x;
2678 op->y = env->y; 2438 op->y = env->y;
2679 if (env->type == PLAYER) 2439 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2442 }
2683 else if (op->inv) 2443 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2445
2685 op = next; 2446 op = next;
2686 } 2447 }
2687} 2448}
2688
2689 2449
2690/* 2450/*
2691 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2467 else
2708 sprintf (buf, "%s\n", &op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2471 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2474 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2478 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2718 { 2480 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2483 strcat (buf2, buf);
2722 } 2484 }
2485
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2726 return buf2; 2490 return buf2;
2727} 2491}
2728
2729
2730 2492
2731void 2493void
2732do_some_living (object *op) 2494do_some_living (object *op)
2733{ 2495{
2734 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2743 const int max_grace = 1; 2505 const int max_grace = 1;
2744 2506
2745 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2746 { 2508 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 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) 2510 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]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2512 }
2751 2513
2752 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2753 { 2515 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2520 else
2760 { 2521 {
2761 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2524 }
2525
2764 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2528 else
2767 { 2529 {
2768 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2532 }
2533
2771 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2536 else
2774 { 2537 {
2775 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2556 op->stats.food = last_food;
2794 } 2557 }
2795 } 2558 }
2559
2796 if (max_sp > 1) 2560 if (max_sp > 1)
2797 { 2561 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2563 if (over_sp > 0)
2800 { 2564 {
2801 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2802 { 2566 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2570 op->stats.sp--;
2571
2806 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2808 } 2574 }
2809 op->last_sp = 0; 2575 op->last_sp = 0;
2810 } 2576 }
2811 else 2577 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2579 }
2816 else 2580 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2582 }
2821 2583
2822 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2825 { 2587 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2828 if (max_grace > 1) 2591 if (max_grace > 1)
2829 { 2592 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2594 if (over_grace > 0)
2832 { 2595 {
2860 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2625 op->stats.food = last_food;
2863 } 2626 }
2864 } 2627 }
2628
2865 if (max_hp > 1) 2629 if (max_hp > 1)
2866 { 2630 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2632 if (over_hp > 0)
2869 { 2633 {
2893 2657
2894 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2660 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2898 /* dms do not consume food */ 2663 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2665 op->stats.food--;
2901 } 2666 }
2902 }
2903 2667
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2669 {
2906 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2907 2671
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2673 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2681 break;
2918 } 2682 }
2919 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2920 flesh = tmp; 2684 flesh = tmp;
2921 } /* End if paid for object */ 2685 } /* End if paid for object */
2922 } /* end of for loop */ 2686 } /* end of for loop */
2687
2923 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2689 * eat flesh instead.
2925 */ 2690 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2692 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2930 } 2695 }
2931 } /* end if player is starving */ 2696 }
2932 2697
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2935 2700
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2702 kill_player (op);
2703 }
2938} 2704}
2939
2940
2941 2705
2942/* If the player should die (lack of hp, food, etc), we call this. 2706/* 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 2707 * 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 2708 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2709 * file.
2978 /* restore player */ 2742 /* restore player */
2979 at = archetype::find ("poisoning"); 2743 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2744 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2745 if (tmp)
2982 { 2746 {
2983 remove_ob (tmp); 2747 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2749 }
2987 2750
2988 at = archetype::find ("confusion"); 2751 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2752 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2753 if (tmp)
2991 { 2754 {
2992 remove_ob (tmp); 2755 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2757 }
2996 2758
2997 cure_disease (op, 0); /* remove any disease */ 2759 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2760 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2816 x = op->x;
3055 y = op->y; 2817 y = op->y;
3056 map = op->map; 2818 map = op->map;
3057 2819
3058 2820
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2822 * 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. 2823 * See the config.h file for a little more in depth detail about this.
3064 */ 2824 */
3065 2825
3066 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2828 * of death.
3069 */ 2829 */
3070#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3072 { 2832 {
3073 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2835 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2838 little bit harder. */
3079 /* GD */ 2839 /* GD */
3080 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2841 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2842 else
3086 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3087 num_stats_lose = 1; 2847 num_stats_lose = 1;
3088 } 2848 }
3089 lost_a_stat = 0; 2849 lost_a_stat = 0;
3090 2850
3091 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3092 { 2852 {
3093 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3094 2854
3095 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3096 { 2856 {
3097 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2858 * what he lost.
3099 */ 2859 */
3100 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3106 } 2878 }
3107 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3108 { 2881 {
3109 /* deplete a stat */ 2882 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3111 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3112 2885 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2886 {
3116 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3118 } 2889
3119 lose_this_stat = 1; 2890 /* 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) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2896 {
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; 2897 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2899 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 } 2900 }
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 */ 2901 else
3161 if (this_stat >= -50)
3162 { 2902 {
3163 change_attr_value (&(dep->stats), i, -1); 2903 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; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2908 }
3169 } 2909 }
3170 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3171 } 2929 }
2930 }
2931 }
3172 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2933 if (!lost_a_stat)
3174 { 2934 {
3175 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3178 2938
3179 if (god && (strcmp (god, "none"))) 2939 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); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2941 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2943 }
2944#else
2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2946#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 2947
3187 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2949 * exp loss on the stone.
3189 */ 2950 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2953 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2955 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); 2956 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; 2957 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2960
3200 /**************************************/ 2961 /**************************************/
3201 /* */ 2962 /* */
3202 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3205 /* */ 2966 /* */
3206
3207 /**************************************/ 2967 /**************************************/
3208 2968
3209 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2970 /* restore player */
3211 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
2973
3213 if (tmp) 2974 if (tmp)
3214 { 2975 {
3215 remove_ob (tmp); 2976 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2978 }
3219 2979
3220 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2982 if (tmp)
3223 { 2983 {
3224 remove_ob (tmp); 2984 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2986 }
2987
3228 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3229 2989
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3233 op->stats.food = 900; 2993 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2997
3238 /* 2998 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2999 * 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 3000 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 3001 * in the map.
3242 */ 3002 */
3243 3003
3244 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3246 3006
3247 /****************************************/ 3007 /****************************************/
3248 /* */ 3008 /* */
3249 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3251 /* */ 3011 /* */
3252
3253 /****************************************/ 3012 /****************************************/
3254 3013
3255 enter_player_savebed (op); 3014 enter_player_savebed (op);
3256 3015
3257 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3017 * chance of abuse.
3259 */ 3018 */
3260 op->contr->braced = 0; 3019 op->contr->braced = 0;
3261 save_player (op, 1); 3020 op->contr->save ();
3262 3021
3263 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3025 * on the space that might harm the player.
3267 */ 3026 */
3268 will_kill_again = 0; 3027 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3273 } 3031
3274 if (will_kill_again) 3032 if (will_kill_again)
3275 { 3033 {
3276 object *force; 3034 object *force;
3277 int at; 3035 int at;
3278 3036
3279 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3039 force->speed = 0.1;
3282 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3044 force->resist[at] = 100;
3288 } 3045
3289 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3290 fix_player (op); 3047 op->update_stats ();
3291 3048
3292 } 3049 }
3293 3050
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 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} 3052}
3363
3364 3053
3365void 3054void
3366loot_object (object *op) 3055loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3369 3058
3370 if (op->container) 3059 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3061
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3376 { 3063 {
3377 next = tmp->below; 3064 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3379 continue; 3067 continue;
3380 remove_ob (tmp); 3068
3069 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3072 { /* empty container to ground */
3384 loot_object (tmp); 3073 loot_object (tmp);
3385 } 3074 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3076 {
3388 if (tmp->nrof > 1) 3077 if (tmp->nrof > 1)
3389 { 3078 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3080 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3081 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3082 }
3394 else 3083 else
3395 free_object (tmp); 3084 tmp->destroy ();
3396 } 3085 }
3397 else 3086 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3087 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3088 }
3400} 3089}
3406 */ 3095 */
3407 3096
3408void 3097void
3409fix_weight (void) 3098fix_weight (void)
3410{ 3099{
3411 player *pl;
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3414 { 3101 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3103
3417 if (old == sum) 3104 if (old == sum)
3418 continue; 3105 continue;
3419 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3108 }
3422} 3109}
3423 3110
3424void 3111void
3425fix_luck (void) 3112fix_luck (void)
3426{ 3113{
3427 player *pl;
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3430 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3432} 3117}
3433
3434 3118
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3438 */ 3122 */
3439
3440void 3123void
3441cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3442{ 3125{
3443 object *skop, *spob; 3126 object *skop, *spob;
3444 3127
3465 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3149 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3150
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3151 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3152
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3153 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3154}
3474 3155
3475void 3156void
3476make_visible (object *op) 3157make_visible (object *op)
3477{ 3158{
3491 object *tmp = NULL; 3172 object *tmp = NULL;
3492 3173
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3175 return 1;
3495 3176
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; 3177 return 0;
3502} 3178}
3503 3179
3504/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3621 continue; 3297 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3299 continue;
3624 3300
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3302 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3304 return 1;
3629 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3630 { 3306 {
3684 3360
3685 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3362 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3363 * for any meaningful values.
3688 */ 3364 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3368 return 1;
3693 op = op->more; 3369 op = op->more;
3694 } 3370 }
3695 return 0; 3371 return 0;
3696} 3372}
3882 { 3558 {
3883 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3560 object *skin;
3885 3561
3886 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 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); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3888 if (skin == NULL) 3567 if (!skin)
3889 return; 3568 return;
3890 3569
3891 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3572 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines