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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.58 by root, Sat Dec 23 06:41:39 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 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 209 */
241 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
242 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247// send_rules (ob);//TODO
248// send_news (ob);//TODO
249// display_motd (ob);//TODO
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
243 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 275 * we deal with that below this point.
245 */ 276 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 280
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
257 282
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; 283 gen_sp_armour = 10;
272 p->last_speed = -1; 284 last_speed = -1;
273 p->shoottype = range_none; 285 shoottype = range_none;
274 p->bowtype = bow_normal; 286 bowtype = bow_normal;
275 p->petmode = pet_normal; 287 petmode = pet_normal;
276 p->listening = 10; 288 listening = 10;
277 p->usekeys = containers; 289 usekeys = containers;
278 p->last_weapon_sp = -1; 290 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 291 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 292 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);
288 293
289 /* we need to clear these to -1 and not zero - otherwise, 294 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 295 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 296 * send new values to the client, as things like exp start
292 * at zero. 297 * at zero.
293 */ 298 */
294 for (i = 0; i < NUM_SKILLS; i++) 299 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 300 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 301
298 }
299 for (i = 0; i < NROFATTACKS; i++) 302 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 303 last_resist[i] = -1;
302 } 304
303 p->last_stats.exp = -1; 305 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 306 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 307}
310 308
311/* This loads the first map an puts the player on it. */ 309player::~player ()
312static void
313set_first_map (object *op)
314{ 310{
315 strcpy (op->contr->maplevel, first_map_path); 311 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
321/* Tries to add player on the connection passwd in ns. 349/* 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 350 * All we can really get in this is some settings like host and display
323 * mode. 351 * mode.
324 */ 352 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 353player *
354player::create ()
355{
356 player *pl = new player;
330 357
331 p = get_player (NULL); 358 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));
334 359
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; 360 return pl;
354} 361}
355 362
356/* 363/*
357 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
367 { 374 {
368 if (at == NULL || at->next == NULL) 375 if (at == NULL || at->next == NULL)
369 at = first_archetype; 376 at = first_archetype;
370 else 377 else
371 at = at->next; 378 at = at->next;
379
372 if (at->clone.type == PLAYER) 380 if (at->clone.type == PLAYER)
373 return at; 381 return at;
382
374 if (at == start) 383 if (at == start)
375 { 384 {
376 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 386 exit (-1);
378 } 387 }
379 } 388 }
380} 389}
381
382 390
383object * 391object *
384get_nearest_player (object *mon) 392get_nearest_player (object *mon)
385{ 393{
386 object *op = NULL; 394 object *op = NULL;
463 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 473 * is probably not a good thing.
466 */ 474 */
467#define MAX_SPACES 50 475#define MAX_SPACES 50
468
469 476
470/* 477/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 653 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 654 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 655 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 657 {
651 remove_ob (op); 658 op->destroy ();
652 free_object (op);
653 continue; 659 continue;
654 } 660 }
655 } 661 }
656 662
657 /* This really needs to be better - we should really give 663 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 674 if (tmp->type == op->type && tmp->name == op->name)
669 break; 675 break;
670 676
671 if (tmp) 677 if (tmp)
672 { 678 {
673 remove_ob (op); 679 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 681 continue;
677 } 682 }
683
678 if (op->nrof > 1) 684 if (op->nrof > 1)
679 op->nrof = 1; 685 op->nrof = 1;
680 } 686 }
681 687
682 if (op->type == SPELLBOOK && op->inv) 688 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 700 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 701 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 702 }
697 if (op->type == SPELL) 703 if (op->type == SPELL)
698 { 704 {
699 remove_ob (op); 705 op->destroy ();
700 free_object (op);
701 continue; 706 continue;
702 } 707 }
703 else if (op->type == SKILL) 708 else if (op->type == SKILL)
704 { 709 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 710 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
715 link_player_skills (pl); 720 link_player_skills (pl);
716} 721}
717 722
718void 723void
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) 724get_party_password (object *op, partylist *party)
803{ 725{
804 if (party == NULL) 726 if (party == NULL)
805 { 727 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 729 return;
808 } 730 }
731
809 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 736}
814
815 737
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 739static int
818roll_stat (void) 740roll_stat (void)
819{ 741{
820 int a[4], i, j, k; 742 int a[4], i, j, k;
821 743
822 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 748 if (a[i] < k)
827 k = a[i], j = i; 749 k = a[i], j = i;
828 750
829 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 752 if (i != j)
832 k += a[i]; 753 k += a[i];
833 } 754
834 return k; 755 return k;
835} 756}
836 757
837void 758void
838roll_stats (object *op) 759object::roll_stats ()
839{ 760{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 761 int statsort [7];
843 762
844 do 763 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 } 764 {
855 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
856 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
857 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 774 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;
865 775
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]; 776 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
890 783
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; 784 stats.exp = 0;
902 op->stats.ac = 0; 785 stats.ac = 0;
903 786
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; 787 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
912 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
913} 799}
914 800
915void 801void
916Roll_Again (object *op) 802object::swap_stats (int a, int b)
917{ 803{
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); 804 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)); 805 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); 806 set_attr_value (&contr->orig_stats, b, tmp);
942 807
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; 808 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 818 stats.ac = 0;
953 819
954 op->level = 1; 820 level = 1;
955 op->stats.exp = 0; 821 stats.exp = 0;
956 op->stats.ac = 0; 822 stats.ac = 0;
957 823
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; 824 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
966 op->contr->orig_stats = op->stats; 834 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 { 835 }
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} 836}
1044 837
1045/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1049 * not the class. 842 * not the class.
1050 */ 843 */
1051
1052int 844int
1053key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1054{ 846{
1055 int tmp_loop; 847 int tmp_loop;
1056 848
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') 849 if (key == 'd' || key == 'D')
1064 { 850 {
1065 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1066 852
1067 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 854 esrv_new_player (op->contr, op->weight + op->carrying);
855
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 856 treasurelist *tl = find_treasurelist ("starting_wealth");
857 if (tl)
858 create_treasure (tl, op, 0, 0, 0);
1070 859
1071 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
1073 862
1074 op->contr->state = ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
1075 864
1076 if (op->msg) 865 if (op->msg)
1077 op->msg = NULL; 866 op->msg = NULL;
1078 867
1079 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
1088 start_info (op); 877 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 880 link_player_skills (op);
1092 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1093 fix_player (op); 882 op->update_stats ();
1094 883
1095 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1096 * is one for this race 885 * is one for this race
1097 */ 886 */
1098 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1099 { 888 {
1100 object *tmp; 889 object *tmp;
1101 char mapname[MAX_BUF]; 890 char mapname[MAX_BUF];
1102 891
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 893 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 894 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 895 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 896 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 897 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1110 * default initial map */ 899 * default initial map */
1111 free_object (tmp); 900 tmp->destroy ();
1112 } 901 }
1113 else 902 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 904
1117 return 0; 905 return 0;
1118 } 906 }
1119 907
1120 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1125 while (!tmp_loop) 913 while (!tmp_loop)
1126 { 914 {
1127 shstr name = op->name; 915 shstr name = op->name;
1128 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1129 917
1130 remove_statbonus (op); 918 op->remove_statbonus ();
1131 remove_ob (op); 919 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 921 op->arch->clone.copy_to (op);
1134 op->instantiate (); 922 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 924 op->name = op->name_pl = name;
1137 op->x = x; 925 op->x = x;
1138 op->y = y; 926 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 930 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1144 } 932 }
1145 933
1146 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 936 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 939 op->stats.grace = 0;
1152 940
1153 if (op->msg) 941 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 943
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 944 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; 945 return 0;
1158} 946}
1159 947
1160int 948int
1161key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1162{ 950{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 952 {
1167 op->contr->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 955 return 1;
1170 } 956 }
1171 957
1172 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 963 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 965
1180 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1181 check_score (op); 967 check_score (op);
1182 op->contr->party = NULL; 968 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1185 970
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 972
973 delete ob->contr;
974
1190 /* We need to hunt for any per player unique maps in memory and 975 /* 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, 976 * 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 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 978 */
979 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 981
1196 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1197 next = mp->next; 984 next = mp->next;
985
1198 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 987 delete_map (mp);
1200 } 988 }
1201 989
1202 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1203 }
1204 991
1205 play_again (op);
1206 return 1; 992 return 1;
1207} 993}
1208 994
1209void 995void
1210flee_player (object *op) 996flee_player (object *op)
1241 { 1027 {
1242 op->enemy = NULL; 1028 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1030 return;
1245 } 1031 }
1032
1246 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1247 1034
1248 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1250 { 1037 {
1251 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1252 1039
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1041 return;
1256 }
1257 } 1042 }
1043
1258 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1046 op->enemy = NULL;
1261} 1047}
1262 1048
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1136 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1141 }
1142
1384 /* philosophy: 1143 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1148 * example.
1390 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1185 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1186 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1187 if (tmp->type == FOOD)
1429 { 1188 {
1430 pick_up (op, tmp); 1189 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1190 continue;
1434 } 1191 }
1192
1435 if (op->contr->mode & PU_DRINK) 1193 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1194 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1195 {
1438 pick_up (op, tmp); 1196 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1197 continue;
1442 } 1198 }
1443 1199
1444 if (op->contr->mode & PU_POTION) 1200 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1201 if (tmp->type == POTION)
1446 { 1202 {
1447 pick_up (op, tmp); 1203 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1204 continue;
1451 } 1205 }
1452 1206
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1207 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1208 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1209 if (tmp->type == SPELLBOOK)
1456 { 1210 {
1457 pick_up (op, tmp); 1211 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1212 continue;
1461 } 1213 }
1214
1462 if (op->contr->mode & PU_SKILLSCROLL) 1215 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1216 if (tmp->type == SKILLSCROLL)
1464 { 1217 {
1465 pick_up (op, tmp); 1218 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1219 continue;
1469 } 1220 }
1221
1470 if (op->contr->mode & PU_READABLES) 1222 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1223 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1224 {
1473 pick_up (op, tmp); 1225 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1226 continue;
1477 } 1227 }
1478 1228
1479 /* wands/staves/rods/horns */ 1229 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1230 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1231 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1232 {
1483 pick_up (op, tmp); 1233 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1234 continue;
1487 } 1235 }
1488 1236
1489 /* pick up all magical items */ 1237 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1238 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1239 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1240 {
1493 pick_up (op, tmp); 1241 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1242 continue;
1497 } 1243 }
1498 1244
1499 if (op->contr->mode & PU_VALUABLES) 1245 if (op->contr->mode & PU_VALUABLES)
1500 { 1246 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1247 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1248 {
1503 pick_up (op, tmp); 1249 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1250 continue;
1507 } 1251 }
1508 } 1252 }
1509 1253
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1254 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1255 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1256 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1257 {
1514 pick_up (op, tmp); 1258 pick_up (op, tmp);
1259 continue;
1515 if (0) 1260 }
1516 fprintf (stderr, "JEWELS\n"); 1261
1262 /* we don't forget dragon food */
1263 if (op->contr->mode & PU_FLESH)
1264 if (tmp->type == FLESH)
1265 {
1266 pick_up (op, tmp);
1517 continue; 1267 continue;
1518 } 1268 }
1519 1269
1520 /* bows and arrows. Bows are good for selling! */ 1270 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1271 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1272 if (tmp->type == BOW)
1523 { 1273 {
1524 pick_up (op, tmp); 1274 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1275 continue;
1528 } 1276 }
1277
1529 if (op->contr->mode & PU_ARROW) 1278 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1279 if (tmp->type == ARROW)
1531 { 1280 {
1532 pick_up (op, tmp); 1281 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1282 continue;
1536 } 1283 }
1537 1284
1538 /* all kinds of armor etc. */ 1285 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1286 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1287 if (tmp->type == ARMOUR)
1541 { 1288 {
1542 pick_up (op, tmp); 1289 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1290 continue;
1546 } 1291 }
1292
1547 if (op->contr->mode & PU_HELMET) 1293 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1294 if (tmp->type == HELMET)
1549 { 1295 {
1550 pick_up (op, tmp); 1296 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1297 continue;
1554 } 1298 }
1299
1555 if (op->contr->mode & PU_SHIELD) 1300 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1301 if (tmp->type == SHIELD)
1557 { 1302 {
1558 pick_up (op, tmp); 1303 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1304 continue;
1562 } 1305 }
1306
1563 if (op->contr->mode & PU_BOOTS) 1307 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1308 if (tmp->type == BOOTS)
1565 { 1309 {
1566 pick_up (op, tmp); 1310 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1311 continue;
1570 } 1312 }
1313
1571 if (op->contr->mode & PU_GLOVES) 1314 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1315 if (tmp->type == GLOVES)
1573 { 1316 {
1574 pick_up (op, tmp); 1317 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1318 continue;
1578 } 1319 }
1320
1579 if (op->contr->mode & PU_CLOAK) 1321 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1322 if (tmp->type == CLOAK)
1581 { 1323 {
1582 pick_up (op, tmp); 1324 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1325 continue;
1586 } 1326 }
1587 1327
1588 /* hoping to catch throwing daggers here */ 1328 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1329 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1330 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1331 {
1592 pick_up (op, tmp); 1332 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1333 continue;
1596 } 1334 }
1597 1335
1598 /* careful: chairs and tables are weapons! */ 1336 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1337 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1340 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1343 {
1606 pick_up (op, tmp); 1344 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1345 continue;
1610 } 1346 }
1611 } 1347 }
1348
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1349 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1350 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1352 {
1616 pick_up (op, tmp); 1353 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1354 continue;
1620 } 1355 }
1621 } 1356 }
1622 } 1357 }
1623 1358
1624 /* misc stuff that's useful */ 1359 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1360 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1361 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1362 {
1628 pick_up (op, tmp); 1363 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1364 continue;
1632 } 1365 }
1633 1366
1634 /* any of the last 4 bits set means we use the ratio for value 1367 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1368 * pickups */
1657 continue; 1390 continue;
1658 } 1391 }
1659 } 1392 }
1660 } /* the new pickup model */ 1393 } /* the new pickup model */
1661 } 1394 }
1395
1662 return !stop; 1396 return !stop;
1663} 1397}
1664 1398
1665/* 1399/*
1666 * Find an arrow in the inventory and after that 1400 * Find an arrow in the inventory and after that
1843 if (!dir) 1577 if (!dir)
1844 { 1578 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1580 return 0;
1847 } 1581 }
1582
1848 if (op->type == PLAYER) 1583 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1584 bow = op->contr->ranges[range_bow];
1850 else 1585 else
1851 { 1586 {
1852 for (bow = op->inv; bow; bow = bow->below) 1587 for (bow = op->inv; bow; bow = bow->below)
1860 { 1595 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1597 return 0;
1863 } 1598 }
1864 } 1599 }
1600
1865 if (!bow->race || !bow->skill) 1601 if (!bow->race || !bow->skill)
1866 { 1602 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1604 return 0;
1869 } 1605 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1608
1873 /* penalize ROF for bestarrow */ 1609 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1876 if (bowspeed < 1) 1613 if (bowspeed < 1)
1877 bowspeed = 1; 1614 bowspeed = 1;
1878 1615
1879 if (arrow == NULL) 1616 if (arrow == NULL)
1880 { 1617 {
1886 else 1623 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1625 return 0;
1889 } 1626 }
1890 } 1627 }
1628
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1630 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1631 return 0;
1895 } 1632
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1634 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1636 return 0;
1900 } 1637 }
1901 1638
1902 /* this should not happen, but sometimes does */ 1639 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1640 if (arrow->nrof == 0)
1904 { 1641 {
1905 remove_ob (arrow); 1642 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1643 return 0;
1908 } 1644 }
1909 1645
1910 left = arrow; /* these are arrows left to the player */ 1646 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1647 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1648 if (!arrow)
1913 { 1649 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1651 return 0;
1916 } 1652 }
1917 set_owner (arrow, op); 1653
1654 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1919 1656
1920 arrow->direction = dir; 1657 arrow->direction = dir;
1921 arrow->x = sx; 1658 arrow->x = sx;
1922 arrow->y = sy; 1659 arrow->y = sy;
1923 1660
1924 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1925 { 1662 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1664 op->update_stats ();
1928 } 1665 }
1929 1666
1930 SET_ANIMATION (arrow, arrow->direction); 1667 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1669 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1670 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1671 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1672 arrow->spellarg = strdup (arrow->slaying);
1936 1673
1937 /* Note that this was different for monsters - they got their level 1674 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1675 * added to the damage. I think the strength bonus is more proper.
1939 */ 1676 */
1940 1677
1964 } 1701 }
1965 1702
1966 if (arrow->attacktype == AT_PHYSICAL) 1703 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1704 arrow->attacktype |= bow->attacktype;
1968 1705
1969 if (bow->slaying != NULL) 1706 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1707 arrow->slaying = bow->slaying;
1971 1708
1972 arrow->map = m; 1709 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1710 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1827 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1828 item->face = item->arch->clone.face;
2092 item->speed = 0; 1829 item->speed = 0;
2093 update_ob_speed (item); 1830 update_ob_speed (item);
2094 } 1831 }
2095 if ((tmp = is_player_inv (item))) 1832 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1833 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1834 }
2098 } 1835 }
2099 else if (item->type == ROD || item->type == HORN) 1836 else if (item->type == ROD || item->type == HORN)
2100 { 1837 {
2130 case range_misc: 1867 case range_misc:
2131 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
2132 return; 1869 return;
2133 1870
2134 case range_golem: /* Control summoned monsters from scrolls */ 1871 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) 1872 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1873 {
2137 op->contr->ranges[range_golem] = NULL; 1874 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1875 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1876 }
2141 else 1877 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1878 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1879 return;
2144 1880
2251 * 0 otherwise 1987 * 0 otherwise
2252 */ 1988 */
2253static int 1989static int
2254player_attack_door (object *op, object *door) 1990player_attack_door (object *op, object *door)
2255{ 1991{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1992 /* 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 - 1993 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1994 * otherwise, we fall through to the rest of the code.
2260 */ 1995 */
2261 object *key = find_key (op, op, door); 1996 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2034 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2035 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2036 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2037 * going to try and move (not fire weapons).
2303 */ 2038 */
2304
2305void 2039void
2306move_player_attack (object *op, int dir) 2040move_player_attack (object *op, int dir)
2307{ 2041{
2308 object *tmp, *mon; 2042 object *tmp, *mon;
2309 sint16 nx, ny; 2043 sint16 nx, ny;
2311 maptile *m; 2045 maptile *m;
2312 2046
2313 nx = freearr_x[dir] + op->x; 2047 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2048 ny = freearr_y[dir] + op->y;
2315 2049
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2050 on_battleground = op_on_battleground (op, 0, 0);
2317 2051
2318 /* If braced, or can't move to the square, and it is not out of the 2052 /* 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 2053 * 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 2054 * 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 2055 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2067 return; /* Don't think this should happen */
2334 } 2068 }
2335 else 2069 else
2336 m = op->map; 2070 m = op->map;
2337 2071
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2073 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2075 return;
2342 } 2076 }
2343 2077
2344 mon = NULL; 2078 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2079 /* 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. 2080 * 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 2081 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2082 * on the space
2349 */ 2083 */
2350 while (tmp != NULL) 2084 while (tmp)
2351 { 2085 {
2352 if (tmp == op) 2086 if (tmp == op)
2353 { 2087 {
2354 tmp = tmp->above; 2088 tmp = tmp->above;
2355 continue; 2089 continue;
2365 mon = tmp; 2099 mon = tmp;
2366 2100
2367 tmp = tmp->above; 2101 tmp = tmp->above;
2368 } 2102 }
2369 2103
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2104 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2105 return; /* into a wall */
2372 2106
2373 if (mon->head != NULL) 2107 if (mon->head)
2374 mon = mon->head; 2108 mon = mon->head;
2375 2109
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2111 if (player_attack_door (op, mon))
2378 return; 2112 return;
2390 * player owns it and it is either friendly or unagressive. 2124 * player owns it and it is either friendly or unagressive.
2391 */ 2125 */
2392 if ((op->type == PLAYER) 2126 if ((op->type == PLAYER)
2393#if COZY_SERVER 2127#if COZY_SERVER
2394 && 2128 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2129 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2130 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2131#else
2398 && get_owner (mon) == op 2132 && mon->owner == op
2399#endif 2133#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2134 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2135 {
2402 /* If we're braced, we don't want to switch places with it */ 2136 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2137 if (op->contr->braced)
2415 * attack them either. 2149 * attack them either.
2416 */ 2150 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2151 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2153#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2154 (op->contr->peaceful
2421 || (mon->type == PLAYER 2155 || (mon->type == PLAYER
2422 && mon->contr-> 2156 && mon->contr->
2423 peaceful)) && 2157 peaceful)) &&
2424#else 2158#else
2425 op->contr->peaceful && 2159 op->contr->peaceful &&
2426#endif 2160#endif
2427 !on_battleground)) 2161 !on_battleground))
2428 { 2162 {
2429 if (!op->contr->braced) 2163 if (!op->contr->braced)
2430 { 2164 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2166 (void) push_ob (mon, dir, op);
2433 } 2167 }
2434 else 2168 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2169 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2170
2438 if (op->contr->tmp_invis || op->hide) 2171 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2172 make_visible (op);
2440 } 2173 }
2441 2174
2442 /* If the object is a boulder or other rollable object, then 2175 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2203 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2204
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2206 }
2474 2207
2475 skill_attack (mon, op, 0, NULL, NULL); 2208 skill_attack (mon, op, 0, 0, 0);
2476 2209
2477 /* If attacking another player, that player gets automatic 2210 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2211 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2212 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2213 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2216 {
2484 short luck = mon->stats.luck; 2217 short luck = mon->stats.luck;
2485 2218
2486 mon->contr->has_hit = 1; 2219 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2220 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2221 mon->stats.luck = luck;
2489 } 2222 }
2223
2490 if (action_makes_visible (op)) 2224 if (action_makes_visible (op))
2491 make_visible (op); 2225 make_visible (op);
2492 } 2226 }
2493 } /* if player should attack something */ 2227 } /* if player should attack something */
2494} 2228}
2529 2263
2530 /* Add special check for newcs players and fire on - this way, the 2264 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2265 * server can handle repeat firing.
2532 */ 2266 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2267 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2268 op->direction = dir;
2536 }
2537 else 2269 else
2538 {
2539 op->direction = 0; 2270 op->direction = 0;
2540 } 2271
2541 /* Update how the player looks. Use the facing, so direction may 2272 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2273 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2274 * for players.
2544 */ 2275 */
2545 animate_object (op, op->facing); 2276 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2321 /* 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 2322 * 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 2323 * 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. 2324 * put this in a a workaround to clean up the golem pointer.
2594 */ 2325 */
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))) 2326 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2327 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2328
2602 /* call this here - we also will call this in do_ericserver, but 2329 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2330 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2331 * called, so we recheck it here.
2605 */ 2332 */
2606 HandleClient (&op->contr->socket, op->contr); 2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2607 if (op->speed_left < 0) 2337 if (op->speed_left < 0)
2608 return 0; 2338 return 0;
2609 2339
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2340 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2341 {
2620 if (op->speed_left > 0) 2350 if (op->speed_left > 0)
2621 return 1; 2351 return 1;
2622 else 2352 else
2623 return 0; 2353 return 0;
2624 } 2354 }
2355
2625 return 0; 2356 return 0;
2626} 2357}
2627 2358
2628int 2359int
2629save_life (object *op) 2360save_life (object *op)
2630{ 2361{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2362 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2363 return 0;
2635 2364
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2366 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2367 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2368 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)); 2369 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2370
2641 if (op->contr) 2371 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2372 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2373
2644 free_object (tmp); 2374 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2376
2646 if (op->stats.hp < 0) 2377 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2378 op->stats.hp = op->stats.maxhp;
2379
2648 if (op->stats.food < 0) 2380 if (op->stats.food < 0)
2649 op->stats.food = 999; 2381 op->stats.food = 999;
2650 fix_player (op); 2382
2383 op->update_stats ();
2651 return 1; 2384 return 1;
2652 } 2385 }
2386
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2387 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2389 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2390 return 0;
2657} 2391}
2671 next = op->below; /* Make sure we have a good value, in case 2405 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2406 * we remove object 'op'
2673 */ 2407 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2408 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2409 {
2676 remove_ob (op); 2410 op->remove ();
2677 op->x = env->x; 2411 op->x = env->x;
2678 op->y = env->y; 2412 op->y = env->y;
2679 if (env->type == PLAYER) 2413 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2414 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2415 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2416 }
2683 else if (op->inv) 2417 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2418 remove_unpaid_objects (op->inv, env);
2419
2685 op = next; 2420 op = next;
2686 } 2421 }
2687} 2422}
2688
2689 2423
2690/* 2424/*
2691 * Returns pointer a static string containing gravestone text 2425 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2426 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2427 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2438 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2439 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2440 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2441 else
2708 sprintf (buf, "%s\n", &op->name); 2442 sprintf (buf, "%s\n", &op->name);
2443
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2444 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2445 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2446 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2447 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2448 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2449 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2450
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2451 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2452 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2718 { 2454 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2455 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2456 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2457 strcat (buf2, buf);
2722 } 2458 }
2459
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2460 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2462 strcat (buf2, buf);
2463
2726 return buf2; 2464 return buf2;
2727} 2465}
2728
2729
2730 2466
2731void 2467void
2732do_some_living (object *op) 2468do_some_living (object *op)
2733{ 2469{
2734 int last_food = op->stats.food; 2470 int last_food = op->stats.food;
2743 const int max_grace = 1; 2479 const int max_grace = 1;
2744 2480
2745 if (op->contr->outputs_sync) 2481 if (op->contr->outputs_sync)
2746 { 2482 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2483 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) 2484 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]); 2485 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2486 }
2751 2487
2752 if (op->contr->state == ST_PLAYING) 2488 if (op->contr->ns->state == ST_PLAYING)
2753 { 2489 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2490 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2491 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2492 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2493 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2494 else
2760 { 2495 {
2761 gen_hp = op->stats.maxhp; 2496 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2497 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2498 }
2499
2764 if (op->contr->gen_sp >= 0) 2500 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2501 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2502 else
2767 { 2503 {
2768 gen_sp = op->stats.maxsp; 2504 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2505 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2506 }
2507
2771 if (op->contr->gen_grace >= 0) 2508 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2510 else
2774 { 2511 {
2775 gen_grace = op->stats.maxgrace; 2512 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2530 op->stats.food = last_food;
2794 } 2531 }
2795 } 2532 }
2533
2796 if (max_sp > 1) 2534 if (max_sp > 1)
2797 { 2535 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2536 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2537 if (over_sp > 0)
2800 { 2538 {
2801 if (op->stats.sp < op->stats.maxsp) 2539 if (op->stats.sp < op->stats.maxsp)
2802 { 2540 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2544 op->stats.sp--;
2545
2806 if (op->stats.sp > op->stats.maxsp) 2546 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2547 op->stats.sp = op->stats.maxsp;
2808 } 2548 }
2809 op->last_sp = 0; 2549 op->last_sp = 0;
2810 } 2550 }
2811 else 2551 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2553 }
2816 else 2554 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2556 }
2821 2557
2822 /* Regenerate Grace */ 2558 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2560 if (--op->last_grace < 0)
2825 { 2561 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2562 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2563 op->stats.grace++; /* no penalty in food for regaining grace */
2564
2828 if (max_grace > 1) 2565 if (max_grace > 1)
2829 { 2566 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2567 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2568 if (over_grace > 0)
2832 { 2569 {
2860 op->stats.food += op->contr->digestion; 2597 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2599 op->stats.food = last_food;
2863 } 2600 }
2864 } 2601 }
2602
2865 if (max_hp > 1) 2603 if (max_hp > 1)
2866 { 2604 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2606 if (over_hp > 0)
2869 { 2607 {
2893 2631
2894 if (op->contr->gen_hp > 0) 2632 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2634 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636
2898 /* dms do not consume food */ 2637 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2638 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2639 op->stats.food--;
2901 } 2640 }
2902 }
2903 2641
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2642 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2643 {
2906 object *tmp, *flesh = NULL; 2644 object *tmp, *flesh = 0;
2907 2645
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2646 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2647 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2648 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2649 {
2650 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2652 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2653 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2654 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2655 break;
2918 } 2656 }
2919 else if (tmp->type == FLESH) 2657 else if (tmp->type == FLESH)
2920 flesh = tmp; 2658 flesh = tmp;
2921 } /* End if paid for object */ 2659 } /* End if paid for object */
2922 } /* end of for loop */ 2660 } /* end of for loop */
2661
2923 /* If player is still starving, it means they don't have any food, so 2662 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2663 * eat flesh instead.
2925 */ 2664 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2665 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2666 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2668 manual_apply (op, flesh, 0);
2930 } 2669 }
2931 } /* end if player is starving */ 2670 }
2932 2671
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2672 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2673 op->stats.food++, op->stats.hp--;
2935 2674
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2676 kill_player (op);
2677 }
2938} 2678}
2939
2940
2941 2679
2942/* If the player should die (lack of hp, food, etc), we call this. 2680/* 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 2681 * 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 2682 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2683 * file.
2978 /* restore player */ 2716 /* restore player */
2979 at = archetype::find ("poisoning"); 2717 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2718 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2719 if (tmp)
2982 { 2720 {
2983 remove_ob (tmp); 2721 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2722 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2723 }
2987 2724
2988 at = archetype::find ("confusion"); 2725 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2726 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2727 if (tmp)
2991 { 2728 {
2992 remove_ob (tmp); 2729 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2731 }
2996 2732
2997 cure_disease (op, 0); /* remove any disease */ 2733 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2734 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2790 x = op->x;
3055 y = op->y; 2791 y = op->y;
3056 map = op->map; 2792 map = op->map;
3057 2793
3058 2794
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2795 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2796 * 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. 2797 * See the config.h file for a little more in depth detail about this.
3064 */ 2798 */
3065 2799
3066 /* Basically two ways to go - remove a stat permanently, or just 2800 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2801 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2802 * of death.
3069 */ 2803 */
3070#ifndef COZY_SERVER 2804#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2805 if (settings.balanced_stat_loss)
3072 { 2806 {
3073 /* If stat loss is permanent, lose one stat only. */ 2807 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2808 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2809 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2810 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2811 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2812 little bit harder. */
3079 /* GD */ 2813 /* GD */
3080 if (settings.stat_loss_on_death) 2814 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2815 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2816 else
3086 { 2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 }
2819 else
2820 {
3087 num_stats_lose = 1; 2821 num_stats_lose = 1;
3088 } 2822 }
3089 lost_a_stat = 0; 2823 lost_a_stat = 0;
3090 2824
3091 for (z = 0; z < num_stats_lose; z++) 2825 for (z = 0; z < num_stats_lose; z++)
3092 { 2826 {
3093 i = RANDOM () % NUM_STATS; 2827 i = RANDOM () % NUM_STATS;
3094 2828
3095 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3096 { 2830 {
3097 /* Pick a random stat and take a point off it. Tell the player 2831 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2832 * what he lost.
3099 */ 2833 */
3100 change_attr_value (&(op->stats), i, -1); 2834 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2835 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2836 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2837 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2839 lost_a_stat = 1;
2840 }
2841 else
2842 {
2843 /* deplete a stat */
2844 archetype *deparch = archetype::find ("depletion");
2845 object *dep;
2846
2847 dep = present_arch_in_ob (deparch, op);
2848 if (!dep)
2849 {
2850 dep = arch_to_object (deparch);
2851 insert_ob_in_ob (dep, op);
3106 } 2852 }
3107 else 2853 lose_this_stat = 1;
2854 if (settings.balanced_stat_loss)
3108 { 2855 {
3109 /* deplete a stat */ 2856 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2857 /* Get the stat that we're about to deplete. */
3111 object *dep; 2858 this_stat = get_attr_value (&(dep->stats), i);
3112 2859 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2860 {
3116 dep = arch_to_object (deparch); 2861 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2862 int keep_chance = this_stat * this_stat;
3118 } 2863
3119 lose_this_stat = 1; 2864 /* 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) 2865 if (keep_chance < 1)
2866 keep_chance = 1;
2867
2868 /* There is a maximum depletion total per level. */
2869 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2870 {
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; 2871 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2872 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2873 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 } 2874 }
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 */ 2875 else
3161 if (this_stat >= -50)
3162 { 2876 {
3163 change_attr_value (&(dep->stats), i, -1); 2877 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; 2878 lose_this_stat = 0;
2879 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880 this_stat, keep_chance, loss_chance,
2881 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2882 }
3169 } 2883 }
3170 } 2884 }
2885
2886 if (lose_this_stat)
2887 {
2888 this_stat = get_attr_value (&(dep->stats), i);
2889 /* We could try to do something clever like find another
2890 * stat to reduce if this fails. But chances are, if
2891 * stats have been depleted to -50, all are pretty low
2892 * and should be roughly the same, so it shouldn't make a
2893 * difference.
2894 */
2895 if (this_stat >= -50)
2896 {
2897 change_attr_value (&(dep->stats), i, -1);
2898 SET_FLAG (dep, FLAG_APPLIED);
2899 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900 op->update_stats ();
2901 lost_a_stat = 1;
2902 }
3171 } 2903 }
2904 }
2905 }
3172 /* If no stat lost, tell the player. */ 2906 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2907 if (!lost_a_stat)
3174 { 2908 {
3175 /* determine_god() seems to not work sometimes... why is this? 2909 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2910 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2911 const char *god = determine_god (op);
3178 2912
3179 if (god && (strcmp (god, "none"))) 2913 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); 2914 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2915 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2917 }
2918#else
2919 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2920#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 2921
3187 /* Put a gravestone up where the character 'almost' died. List the 2922 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2923 * exp loss on the stone.
3189 */ 2924 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2925 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2926 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2927 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2928 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2929 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); 2930 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; 2931 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2932 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2934
3200 /**************************************/ 2935 /**************************************/
3201 /* */ 2936 /* */
3202 /* Subtract the experience points, */ 2937 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2938 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2939 /* food, and reset HP's... */
3205 /* */ 2940 /* */
3206
3207 /**************************************/ 2941 /**************************************/
3208 2942
3209 /* remove any poisoning and confusion the character may be suffering. */ 2943 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2944 /* restore player */
3211 at = archetype::find ("poisoning"); 2945 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2946 tmp = present_arch_in_ob (at, op);
2947
3213 if (tmp) 2948 if (tmp)
3214 { 2949 {
3215 remove_ob (tmp); 2950 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2952 }
3219 2953
3220 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2956 if (tmp)
3223 { 2957 {
3224 remove_ob (tmp); 2958 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2960 }
2961
3228 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3229 2963
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2964 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2965 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2966 if (op->stats.food < 100)
3233 op->stats.food = 900; 2967 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2971
3238 /* 2972 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2973 * 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 2974 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2975 * in the map.
3242 */ 2976 */
3243 2977
3244 if (is_in_shop (op)) 2978 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2979 remove_unpaid_objects (op->inv, op);
3246 2980
3247 /****************************************/ 2981 /****************************************/
3248 /* */ 2982 /* */
3249 /* Move player to his current respawn- */ 2983 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2984 /* position (usually last savebed) */
3251 /* */ 2985 /* */
3252
3253 /****************************************/ 2986 /****************************************/
3254 2987
3255 enter_player_savebed (op); 2988 enter_player_savebed (op);
3256 2989
3257 /* Save the player before inserting the force to reduce 2990 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 2991 * chance of abuse.
3259 */ 2992 */
3260 op->contr->braced = 0; 2993 op->contr->braced = 0;
3261 save_player (op, 1); 2994 op->contr->save ();
3262 2995
3263 /* it is possible that the player has blown something up 2996 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2997 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2998 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2999 * on the space that might harm the player.
3267 */ 3000 */
3268 will_kill_again = 0; 3001 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3002 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3003 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3004 will_kill_again |= tmp->attacktype;
3273 } 3005
3274 if (will_kill_again) 3006 if (will_kill_again)
3275 { 3007 {
3276 object *force; 3008 object *force;
3277 int at; 3009 int at;
3278 3010
3279 force = get_archetype (FORCE_NAME); 3011 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3012 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3013 force->speed = 0.1;
3282 force->speed_left = -5.0; 3014 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3015 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3016 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3017 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3018 force->resist[at] = 100;
3288 } 3019
3289 insert_ob_in_ob (force, op); 3020 insert_ob_in_ob (force, op);
3290 fix_player (op); 3021 op->update_stats ();
3291 3022
3292 } 3023 }
3293 3024
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3025 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} 3026}
3363
3364 3027
3365void 3028void
3366loot_object (object *op) 3029loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3030{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3031 object *tmp, *tmp2, *next;
3369 3032
3370 if (op->container) 3033 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3034 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3035
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3036 for (tmp = op->inv; tmp; tmp = next)
3376 { 3037 {
3377 next = tmp->below; 3038 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3039
3040 if (tmp->invisible)
3379 continue; 3041 continue;
3380 remove_ob (tmp); 3042
3043 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3044 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3045 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3046 { /* empty container to ground */
3384 loot_object (tmp); 3047 loot_object (tmp);
3385 } 3048 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3049 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3050 {
3388 if (tmp->nrof > 1) 3051 if (tmp->nrof > 1)
3389 { 3052 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3053 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3054 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3055 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3056 }
3394 else 3057 else
3395 free_object (tmp); 3058 tmp->destroy ();
3396 } 3059 }
3397 else 3060 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3061 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3062 }
3400} 3063}
3406 */ 3069 */
3407 3070
3408void 3071void
3409fix_weight (void) 3072fix_weight (void)
3410{ 3073{
3411 player *pl;
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next) 3074 for (player *pl = first_player; pl; pl = pl->next)
3414 { 3075 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3077
3417 if (old == sum) 3078 if (old == sum)
3418 continue; 3079 continue;
3419 fix_player (pl->ob); 3080 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3082 }
3422} 3083}
3423 3084
3424void 3085void
3425fix_luck (void) 3086fix_luck (void)
3426{ 3087{
3427 player *pl;
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next) 3088 for (player *pl = first_player; pl; pl = pl->next)
3430 if (!pl->ob->contr->state) 3089 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3090 pl->ob->change_luck (0);
3432} 3091}
3433
3434 3092
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3093/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3094 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3095 * just treat this as any other spell casting object.
3438 */ 3096 */
3439
3440void 3097void
3441cast_dust (object *op, object *throw_ob, int dir) 3098cast_dust (object *op, object *throw_ob, int dir)
3442{ 3099{
3443 object *skop, *spob; 3100 object *skop, *spob;
3444 3101
3465 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3123 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3124
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3125 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3126
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3127 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3128}
3474 3129
3475void 3130void
3476make_visible (object *op) 3131make_visible (object *op)
3477{ 3132{
3491 object *tmp = NULL; 3146 object *tmp = NULL;
3492 3147
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3149 return 1;
3495 3150
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; 3151 return 0;
3502} 3152}
3503 3153
3504/* look at the surrounding terrain to determine 3154/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3155 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3270 if (mflags & P_OUT_OF_MAP)
3621 continue; 3271 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3272 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3273 continue;
3624 3274
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3275 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3276 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3277 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3278 return 1;
3629 else if (tmp->type == PLAYER) 3279 else if (tmp->type == PLAYER)
3630 { 3280 {
3684 3334
3685 /* only the viewable area the player sees is updated by LOS 3335 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3336 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3337 * for any meaningful values.
3688 */ 3338 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3340 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3341 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3342 return 1;
3693 op = op->more; 3343 op = op->more;
3694 } 3344 }
3695 return 0; 3345 return 0;
3696} 3346}
3882 { 3532 {
3883 /* forces in the treasurelist can alter the player's stats */ 3533 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3534 object *skin;
3885 3535
3886 /* first get the dragon skin force */ 3536 /* first get the dragon skin force */
3537 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); 3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3539 ;
3540
3888 if (skin == NULL) 3541 if (!skin)
3889 return; 3542 return;
3890 3543
3891 /* adding new spellpath attunements */ 3544 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3545 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3546 {

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