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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 1.61 by root, Sat Dec 23 13:56:25 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192 166 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 171void
202 */ 172player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 206 */
241 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
242 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
243 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 274 * we deal with that below this point.
245 */ 275 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 279
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
257 281
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
272 p->last_speed = -1; 283 last_speed = -1;
273 p->shoottype = range_none; 284 shoottype = range_none;
274 p->bowtype = bow_normal; 285 bowtype = bow_normal;
275 p->petmode = pet_normal; 286 petmode = pet_normal;
276 p->listening = 10; 287 listening = 10;
277 p->usekeys = containers; 288 usekeys = containers;
278 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 291 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 292
289 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
292 * at zero. 296 * at zero.
293 */ 297 */
294 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 300
298 }
299 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 302 last_resist[i] = -1;
302 } 303
303 p->last_stats.exp = -1; 304 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 306}
310 307
311/* This loads the first map an puts the player on it. */ 308player::~player ()
312static void
313set_first_map (object *op)
314{ 309{
315 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
321/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
323 * mode. 350 * mode.
324 */ 351 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 352player *
353player::create ()
354{
355 player *pl = new player;
330 356
331 p = get_player (NULL); 357 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 358
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob);
345
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 359 return pl;
354} 360}
355 361
356/* 362/*
357 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
367 { 373 {
368 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
369 at = first_archetype; 375 at = first_archetype;
370 else 376 else
371 at = at->next; 377 at = at->next;
378
372 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
373 return at; 380 return at;
381
374 if (at == start) 382 if (at == start)
375 { 383 {
376 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 385 exit (-1);
378 } 386 }
379 } 387 }
380} 388}
381 389
382
383object * 390object *
384get_nearest_player (object *mon) 391get_nearest_player (object *mon)
385{ 392{
386 object *op = NULL; 393 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 394 objectlink *ol;
389 unsigned lastdist; 395 unsigned lastdist;
390 rv_vector rv; 396 rv_vector rv;
391 397
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 430 {
425 op = ol->ob; 431 op = ol->ob;
426 lastdist = rv.distance; 432 lastdist = rv.distance;
427 } 433 }
428 } 434 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 435
430 { 436 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 437 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 438 if (lastdist > rv.distance)
435 { 439 {
436 op = pl->ob; 440 op = pl->ob;
437 lastdist = rv.distance; 441 lastdist = rv.distance;
438 } 442 }
439 } 443
440 }
441#if 0 444#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 446#endif
444 return op; 447 return op;
445} 448}
463 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 468 * is probably not a good thing.
466 */ 469 */
467#define MAX_SPACES 50 470#define MAX_SPACES 50
468
469 471
470/* 472/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 648 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 649 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 650 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 651 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 652 {
651 remove_ob (op); 653 op->destroy ();
652 free_object (op);
653 continue; 654 continue;
654 } 655 }
655 } 656 }
656 657
657 /* This really needs to be better - we should really give 658 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 669 if (tmp->type == op->type && tmp->name == op->name)
669 break; 670 break;
670 671
671 if (tmp) 672 if (tmp)
672 { 673 {
673 remove_ob (op); 674 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 676 continue;
677 } 677 }
678
678 if (op->nrof > 1) 679 if (op->nrof > 1)
679 op->nrof = 1; 680 op->nrof = 1;
680 } 681 }
681 682
682 if (op->type == SPELLBOOK && op->inv) 683 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 695 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 696 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 697 }
697 if (op->type == SPELL) 698 if (op->type == SPELL)
698 { 699 {
699 remove_ob (op); 700 op->destroy ();
700 free_object (op);
701 continue; 701 continue;
702 } 702 }
703 else if (op->type == SKILL) 703 else if (op->type == SKILL)
704 { 704 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
715 link_player_skills (pl); 715 link_player_skills (pl);
716} 716}
717 717
718void 718void
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) 719get_party_password (object *op, partylist *party)
803{ 720{
804 if (party == NULL) 721 if (party == NULL)
805 { 722 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 724 return;
808 } 725 }
726
809 op->contr->write_buf[0] = '\0'; 727 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 731}
814
815 732
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 734static int
818roll_stat (void) 735roll_stat (void)
819{ 736{
820 int a[4], i, j, k; 737 int a[4], i, j, k;
821 738
822 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 743 if (a[i] < k)
827 k = a[i], j = i; 744 k = a[i], j = i;
828 745
829 for (i = 0, k = 0; i < 4; i++) 746 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 747 if (i != j)
832 k += a[i]; 748 k += a[i];
833 } 749
834 return k; 750 return k;
835} 751}
836 752
837void 753void
838roll_stats (object *op) 754object::roll_stats ()
839{ 755{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 756 int statsort [7];
843 757
844 do 758 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 } 759 {
855 while (sum < 82 || sum > 116); 760 int sum = 0;
761 for (int i = 7; i--; )
762 sum += statsort [i] = roll_stat ();
856 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
857 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 769 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;
865 770
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]; 771 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
890 778
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; 779 stats.exp = 0;
902 op->stats.ac = 0; 780 stats.ac = 0;
903 781
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; 782 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 783 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
788 contr->levhp[1] = 9;
789 contr->levsp[1] = 6;
790 contr->levgrace[1] = 3;
791
912 op->contr->orig_stats = op->stats; 792 contr->orig_stats = stats;
793 }
913} 794}
914 795
915void 796void
916Roll_Again (object *op) 797object::swap_stats (int a, int b)
917{ 798{
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); 799 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)); 800 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); 801 set_attr_value (&contr->orig_stats, b, tmp);
942 802
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; 803 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 804 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 805 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 806 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 807 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 808 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 809 stats.Cha = contr->orig_stats.Cha;
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 813 stats.ac = 0;
953 814
954 op->level = 1; 815 level = 1;
955 op->stats.exp = 0; 816 stats.exp = 0;
956 op->stats.ac = 0; 817 stats.ac = 0;
957 818
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; 819 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
966 op->contr->orig_stats = op->stats; 829 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 { 830 }
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} 831}
1044 832
1045/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
1049 * not the class. 837 * not the class.
1050 */ 838 */
1051
1052int 839int
1053key_change_class (object *op, char key) 840key_change_class (object *op, char key)
1054{ 841{
1055 int tmp_loop; 842 int tmp_loop;
1056 843
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') 844 if (key == 'd' || key == 'D')
1064 { 845 {
1065 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
1066 847
1067 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 849 esrv_new_player (op->contr, op->weight + op->carrying);
850
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 851 treasurelist *tl = find_treasurelist ("starting_wealth");
852 if (tl)
853 create_treasure (tl, op, 0, 0, 0);
1070 854
1071 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, op->contr);
1073 857
1074 op->contr->state = ST_PLAYING; 858 op->contr->ns->state = ST_PLAYING;
1075 859
1076 if (op->msg) 860 if (op->msg)
1077 op->msg = NULL; 861 op->msg = NULL;
1078 862
1079 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
1088 start_info (op); 872 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 874 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 875 link_player_skills (op);
1092 esrv_send_inventory (op, op); 876 esrv_send_inventory (op, op);
1093 fix_player (op); 877 op->update_stats ();
1094 878
1095 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1096 * is one for this race 880 * is one for this race
1097 */ 881 */
1098 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1099 { 883 {
1100 object *tmp; 884 object *tmp;
1101 char mapname[MAX_BUF]; 885 char mapname[MAX_BUF];
1102 886
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 888 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 889 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 890 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 891 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 892 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1110 * default initial map */ 894 * default initial map */
1111 free_object (tmp); 895 tmp->destroy ();
1112 } 896 }
1113 else 897 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 899
1117 return 0; 900 return 0;
1118 } 901 }
1119 902
1120 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
1125 while (!tmp_loop) 908 while (!tmp_loop)
1126 { 909 {
1127 shstr name = op->name; 910 shstr name = op->name;
1128 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
1129 912
1130 remove_statbonus (op); 913 op->remove_statbonus ();
1131 remove_ob (op); 914 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 915 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 916 op->arch->clone.copy_to (op);
1134 op->instantiate (); 917 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 919 op->name = op->name_pl = name;
1137 op->x = x; 920 op->x = x;
1138 op->y = y; 921 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 923 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 924 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 925 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 926 tmp_loop = allowed_class (op);
1144 } 927 }
1145 928
1146 update_object (op, UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 930 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 931 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 934 op->stats.grace = 0;
1152 935
1153 if (op->msg) 936 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 937 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 938
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 939 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; 940 return 0;
1158} 941}
1159 942
1160int 943int
1161key_confirm_quit (object *op, char key) 944key_confirm_quit (object *op, char key)
1162{ 945{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 947 {
1167 op->contr->state = ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 950 return 1;
1170 } 951 }
1171 952
1172 INVOKE_PLAYER (LOGOUT, op->contr); 953 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 958 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 960
1180 strcpy (op->contr->killer, "quit"); 961 strcpy (op->contr->killer, "quit");
1181 check_score (op); 962 check_score (op);
1182 op->contr->party = NULL; 963 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 964 op->contr->own_title[0] = '\0';
1185 965
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 966 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 967
968 delete ob->contr;
969
1190 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 973 */
974 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 976
1196 { 977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1197 next = mp->next; 979 next = mp->next;
980
1198 if (!strncmp (mp->path, buf, strlen (buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 982 delete_map (mp);
1200 } 983 }
1201 984
1202 delete_character (op->name, 1); 985 delete_character (ob->name, 1);
1203 }
1204 986
1205 play_again (op);
1206 return 1; 987 return 1;
1207} 988}
1208 989
1209void 990void
1210flee_player (object *op) 991flee_player (object *op)
1241 { 1022 {
1242 op->enemy = NULL; 1023 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1025 return;
1245 } 1026 }
1027
1246 get_rangevector (op, op->enemy, &rv, 0); 1028 get_rangevector (op, op->enemy, &rv, 0);
1247 1029
1248 dir = absdir (4 + rv.direction); 1030 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1031 for (diff = 0; diff < 3; diff++)
1250 { 1032 {
1251 int m = 1 - (RANDOM () & 2); 1033 int m = 1 - (RANDOM () & 2);
1252 1034
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1035 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1036 return;
1256 }
1257 } 1037 }
1038
1258 /* Cornered, get rid of scared */ 1039 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1041 op->enemy = NULL;
1261} 1042}
1262 1043
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1129 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)))); 1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1131 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 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)))); 1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1135 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 } 1136 }
1137
1384 /* philosophy: 1138 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1139 * 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 1140 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1141 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1142 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1143 * example.
1390 * The drawback: right now it has no frontend, so you need to 1144 * 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 1145 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1146 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1180 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1181 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1182 if (tmp->type == FOOD)
1429 { 1183 {
1430 pick_up (op, tmp); 1184 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1185 continue;
1434 } 1186 }
1187
1435 if (op->contr->mode & PU_DRINK) 1188 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1189 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1190 {
1438 pick_up (op, tmp); 1191 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1192 continue;
1442 } 1193 }
1443 1194
1444 if (op->contr->mode & PU_POTION) 1195 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1196 if (tmp->type == POTION)
1446 { 1197 {
1447 pick_up (op, tmp); 1198 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1199 continue;
1451 } 1200 }
1452 1201
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1202 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1203 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1204 if (tmp->type == SPELLBOOK)
1456 { 1205 {
1457 pick_up (op, tmp); 1206 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1207 continue;
1461 } 1208 }
1209
1462 if (op->contr->mode & PU_SKILLSCROLL) 1210 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1211 if (tmp->type == SKILLSCROLL)
1464 { 1212 {
1465 pick_up (op, tmp); 1213 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1214 continue;
1469 } 1215 }
1216
1470 if (op->contr->mode & PU_READABLES) 1217 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1218 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1219 {
1473 pick_up (op, tmp); 1220 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1221 continue;
1477 } 1222 }
1478 1223
1479 /* wands/staves/rods/horns */ 1224 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1225 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1226 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1227 {
1483 pick_up (op, tmp); 1228 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1229 continue;
1487 } 1230 }
1488 1231
1489 /* pick up all magical items */ 1232 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1233 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1234 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1235 {
1493 pick_up (op, tmp); 1236 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1237 continue;
1497 } 1238 }
1498 1239
1499 if (op->contr->mode & PU_VALUABLES) 1240 if (op->contr->mode & PU_VALUABLES)
1500 { 1241 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1242 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1243 {
1503 pick_up (op, tmp); 1244 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1245 continue;
1507 } 1246 }
1508 } 1247 }
1509 1248
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1249 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1250 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1251 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1252 {
1514 pick_up (op, tmp); 1253 pick_up (op, tmp);
1254 continue;
1515 if (0) 1255 }
1516 fprintf (stderr, "JEWELS\n"); 1256
1257 /* we don't forget dragon food */
1258 if (op->contr->mode & PU_FLESH)
1259 if (tmp->type == FLESH)
1260 {
1261 pick_up (op, tmp);
1517 continue; 1262 continue;
1518 } 1263 }
1519 1264
1520 /* bows and arrows. Bows are good for selling! */ 1265 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1266 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1267 if (tmp->type == BOW)
1523 { 1268 {
1524 pick_up (op, tmp); 1269 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1270 continue;
1528 } 1271 }
1272
1529 if (op->contr->mode & PU_ARROW) 1273 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1274 if (tmp->type == ARROW)
1531 { 1275 {
1532 pick_up (op, tmp); 1276 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1277 continue;
1536 } 1278 }
1537 1279
1538 /* all kinds of armor etc. */ 1280 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1281 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1282 if (tmp->type == ARMOUR)
1541 { 1283 {
1542 pick_up (op, tmp); 1284 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1285 continue;
1546 } 1286 }
1287
1547 if (op->contr->mode & PU_HELMET) 1288 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1289 if (tmp->type == HELMET)
1549 { 1290 {
1550 pick_up (op, tmp); 1291 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1292 continue;
1554 } 1293 }
1294
1555 if (op->contr->mode & PU_SHIELD) 1295 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1296 if (tmp->type == SHIELD)
1557 { 1297 {
1558 pick_up (op, tmp); 1298 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1299 continue;
1562 } 1300 }
1301
1563 if (op->contr->mode & PU_BOOTS) 1302 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1303 if (tmp->type == BOOTS)
1565 { 1304 {
1566 pick_up (op, tmp); 1305 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1306 continue;
1570 } 1307 }
1308
1571 if (op->contr->mode & PU_GLOVES) 1309 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1310 if (tmp->type == GLOVES)
1573 { 1311 {
1574 pick_up (op, tmp); 1312 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1313 continue;
1578 } 1314 }
1315
1579 if (op->contr->mode & PU_CLOAK) 1316 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1317 if (tmp->type == CLOAK)
1581 { 1318 {
1582 pick_up (op, tmp); 1319 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1320 continue;
1586 } 1321 }
1587 1322
1588 /* hoping to catch throwing daggers here */ 1323 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1324 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1325 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1326 {
1592 pick_up (op, tmp); 1327 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1328 continue;
1596 } 1329 }
1597 1330
1598 /* careful: chairs and tables are weapons! */ 1331 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1332 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1335 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1338 {
1606 pick_up (op, tmp); 1339 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1340 continue;
1610 } 1341 }
1611 } 1342 }
1343
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1344 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1345 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1347 {
1616 pick_up (op, tmp); 1348 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1349 continue;
1620 } 1350 }
1621 } 1351 }
1622 } 1352 }
1623 1353
1624 /* misc stuff that's useful */ 1354 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1355 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1356 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1357 {
1628 pick_up (op, tmp); 1358 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1359 continue;
1632 } 1360 }
1633 1361
1634 /* any of the last 4 bits set means we use the ratio for value 1362 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1363 * pickups */
1657 continue; 1385 continue;
1658 } 1386 }
1659 } 1387 }
1660 } /* the new pickup model */ 1388 } /* the new pickup model */
1661 } 1389 }
1390
1662 return !stop; 1391 return !stop;
1663} 1392}
1664 1393
1665/* 1394/*
1666 * Find an arrow in the inventory and after that 1395 * Find an arrow in the inventory and after that
1843 if (!dir) 1572 if (!dir)
1844 { 1573 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1575 return 0;
1847 } 1576 }
1577
1848 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1579 bow = op->contr->ranges[range_bow];
1850 else 1580 else
1851 { 1581 {
1852 for (bow = op->inv; bow; bow = bow->below) 1582 for (bow = op->inv; bow; bow = bow->below)
1860 { 1590 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1592 return 0;
1863 } 1593 }
1864 } 1594 }
1595
1865 if (!bow->race || !bow->skill) 1596 if (!bow->race || !bow->skill)
1866 { 1597 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1599 return 0;
1869 } 1600 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1603
1873 /* penalize ROF for bestarrow */ 1604 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1876 if (bowspeed < 1) 1608 if (bowspeed < 1)
1877 bowspeed = 1; 1609 bowspeed = 1;
1878 1610
1879 if (arrow == NULL) 1611 if (arrow == NULL)
1880 { 1612 {
1886 else 1618 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1619 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1620 return 0;
1889 } 1621 }
1890 } 1622 }
1623
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1625 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1626 return 0;
1895 } 1627
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1628 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1629 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1630 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1631 return 0;
1900 } 1632 }
1901 1633
1902 /* this should not happen, but sometimes does */ 1634 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1635 if (arrow->nrof == 0)
1904 { 1636 {
1905 remove_ob (arrow); 1637 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1638 return 0;
1908 } 1639 }
1909 1640
1910 left = arrow; /* these are arrows left to the player */ 1641 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1642 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1643 if (!arrow)
1913 { 1644 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1646 return 0;
1916 } 1647 }
1917 set_owner (arrow, op); 1648
1649 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1650 arrow->skill = bow->skill;
1919 1651
1920 arrow->direction = dir; 1652 arrow->direction = dir;
1921 arrow->x = sx; 1653 arrow->x = sx;
1922 arrow->y = sy; 1654 arrow->y = sy;
1923 1655
1924 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1925 { 1657 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1659 op->update_stats ();
1928 } 1660 }
1929 1661
1930 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1936 1668
1937 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1939 */ 1671 */
1940 1672
1964 } 1696 }
1965 1697
1966 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1968 1700
1969 if (bow->slaying != NULL) 1701 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1971 1703
1972 arrow->map = m; 1704 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1705 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2092 item->speed = 0; 1824 item->speed = 0;
2093 update_ob_speed (item); 1825 update_ob_speed (item);
2094 } 1826 }
2095 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1829 }
2098 } 1830 }
2099 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2100 { 1832 {
2130 case range_misc: 1862 case range_misc:
2131 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
2132 return; 1864 return;
2133 1865
2134 case range_golem: /* Control summoned monsters from scrolls */ 1866 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) 1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1868 {
2137 op->contr->ranges[range_golem] = NULL; 1869 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1870 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1871 }
2141 else 1872 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1873 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1874 return;
2144 1875
2251 * 0 otherwise 1982 * 0 otherwise
2252 */ 1983 */
2253static int 1984static int
2254player_attack_door (object *op, object *door) 1985player_attack_door (object *op, object *door)
2255{ 1986{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1987 /* 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 - 1988 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1989 * otherwise, we fall through to the rest of the code.
2260 */ 1990 */
2261 object *key = find_key (op, op, door); 1991 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2303 */ 2033 */
2304
2305void 2034void
2306move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2307{ 2036{
2308 object *tmp, *mon; 2037 object *tmp, *mon;
2309 sint16 nx, ny; 2038 sint16 nx, ny;
2311 maptile *m; 2040 maptile *m;
2312 2041
2313 nx = freearr_x[dir] + op->x; 2042 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2043 ny = freearr_y[dir] + op->y;
2315 2044
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2317 2046
2318 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2334 } 2063 }
2335 else 2064 else
2336 m = op->map; 2065 m = op->map;
2337 2066
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2068 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2070 return;
2342 } 2071 }
2343 2072
2344 mon = NULL; 2073 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2074 /* 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. 2075 * 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 2076 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2077 * on the space
2349 */ 2078 */
2350 while (tmp != NULL) 2079 while (tmp)
2351 { 2080 {
2352 if (tmp == op) 2081 if (tmp == op)
2353 { 2082 {
2354 tmp = tmp->above; 2083 tmp = tmp->above;
2355 continue; 2084 continue;
2365 mon = tmp; 2094 mon = tmp;
2366 2095
2367 tmp = tmp->above; 2096 tmp = tmp->above;
2368 } 2097 }
2369 2098
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2099 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2100 return; /* into a wall */
2372 2101
2373 if (mon->head != NULL) 2102 if (mon->head)
2374 mon = mon->head; 2103 mon = mon->head;
2375 2104
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2106 if (player_attack_door (op, mon))
2378 return; 2107 return;
2390 * player owns it and it is either friendly or unagressive. 2119 * player owns it and it is either friendly or unagressive.
2391 */ 2120 */
2392 if ((op->type == PLAYER) 2121 if ((op->type == PLAYER)
2393#if COZY_SERVER 2122#if COZY_SERVER
2394 && 2123 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2124 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2126#else
2398 && get_owner (mon) == op 2127 && mon->owner == op
2399#endif 2128#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2130 {
2402 /* If we're braced, we don't want to switch places with it */ 2131 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2132 if (op->contr->braced)
2415 * attack them either. 2144 * attack them either.
2416 */ 2145 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2146 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2148#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2149 (op->contr->peaceful
2421 || (mon->type == PLAYER 2150 || (mon->type == PLAYER
2422 && mon->contr-> 2151 && mon->contr->
2423 peaceful)) && 2152 peaceful)) &&
2424#else 2153#else
2425 op->contr->peaceful && 2154 op->contr->peaceful &&
2426#endif 2155#endif
2427 !on_battleground)) 2156 !on_battleground))
2428 { 2157 {
2429 if (!op->contr->braced) 2158 if (!op->contr->braced)
2430 { 2159 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2161 (void) push_ob (mon, dir, op);
2433 } 2162 }
2434 else 2163 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2164 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2165
2438 if (op->contr->tmp_invis || op->hide) 2166 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2167 make_visible (op);
2440 } 2168 }
2441 2169
2442 /* If the object is a boulder or other rollable object, then 2170 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2198 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2199
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2201 }
2474 2202
2475 skill_attack (mon, op, 0, NULL, NULL); 2203 skill_attack (mon, op, 0, 0, 0);
2476 2204
2477 /* If attacking another player, that player gets automatic 2205 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2206 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2207 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2208 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2211 {
2484 short luck = mon->stats.luck; 2212 short luck = mon->stats.luck;
2485 2213
2486 mon->contr->has_hit = 1; 2214 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2215 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2216 mon->stats.luck = luck;
2489 } 2217 }
2218
2490 if (action_makes_visible (op)) 2219 if (action_makes_visible (op))
2491 make_visible (op); 2220 make_visible (op);
2492 } 2221 }
2493 } /* if player should attack something */ 2222 } /* if player should attack something */
2494} 2223}
2529 2258
2530 /* Add special check for newcs players and fire on - this way, the 2259 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2260 * server can handle repeat firing.
2532 */ 2261 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2262 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2263 op->direction = dir;
2536 }
2537 else 2264 else
2538 {
2539 op->direction = 0; 2265 op->direction = 0;
2540 } 2266
2541 /* Update how the player looks. Use the facing, so direction may 2267 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2268 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2269 * for players.
2544 */ 2270 */
2545 animate_object (op, op->facing); 2271 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2316 /* 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 2317 * 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 2318 * 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. 2319 * put this in a a workaround to clean up the golem pointer.
2594 */ 2320 */
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))) 2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2322 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2323
2602 /* call this here - we also will call this in do_ericserver, but 2324 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2325 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2326 * called, so we recheck it here.
2605 */ 2327 */
2606 HandleClient (&op->contr->socket, op->contr); 2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2607 if (op->speed_left < 0) 2332 if (op->speed_left < 0)
2608 return 0; 2333 return 0;
2609 2334
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2335 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2336 {
2620 if (op->speed_left > 0) 2345 if (op->speed_left > 0)
2621 return 1; 2346 return 1;
2622 else 2347 else
2623 return 0; 2348 return 0;
2624 } 2349 }
2350
2625 return 0; 2351 return 0;
2626} 2352}
2627 2353
2628int 2354int
2629save_life (object *op) 2355save_life (object *op)
2630{ 2356{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2357 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2358 return 0;
2635 2359
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2362 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2363 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)); 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365
2641 if (op->contr) 2366 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2367 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2368
2644 free_object (tmp); 2369 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2370 CLEAR_FLAG (op, FLAG_LIFESAVE);
2371
2646 if (op->stats.hp < 0) 2372 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2373 op->stats.hp = op->stats.maxhp;
2374
2648 if (op->stats.food < 0) 2375 if (op->stats.food < 0)
2649 op->stats.food = 999; 2376 op->stats.food = 999;
2650 fix_player (op); 2377
2378 op->update_stats ();
2651 return 1; 2379 return 1;
2652 } 2380 }
2381
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2384 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2385 return 0;
2657} 2386}
2671 next = op->below; /* Make sure we have a good value, in case 2400 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2401 * we remove object 'op'
2673 */ 2402 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2403 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2404 {
2676 remove_ob (op); 2405 op->remove ();
2677 op->x = env->x; 2406 op->x = env->x;
2678 op->y = env->y; 2407 op->y = env->y;
2679 if (env->type == PLAYER) 2408 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2409 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2410 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2411 }
2683 else if (op->inv) 2412 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2413 remove_unpaid_objects (op->inv, env);
2414
2685 op = next; 2415 op = next;
2686 } 2416 }
2687} 2417}
2688
2689 2418
2690/* 2419/*
2691 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2433 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2435 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2436 else
2708 sprintf (buf, "%s\n", &op->name); 2437 sprintf (buf, "%s\n", &op->name);
2438
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2439 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2440 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2442 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2443 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2444 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2447 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2718 { 2449 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2450 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2451 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2452 strcat (buf2, buf);
2722 } 2453 }
2454
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2455 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2457 strcat (buf2, buf);
2458
2726 return buf2; 2459 return buf2;
2727} 2460}
2728
2729
2730 2461
2731void 2462void
2732do_some_living (object *op) 2463do_some_living (object *op)
2733{ 2464{
2734 int last_food = op->stats.food; 2465 int last_food = op->stats.food;
2743 const int max_grace = 1; 2474 const int max_grace = 1;
2744 2475
2745 if (op->contr->outputs_sync) 2476 if (op->contr->outputs_sync)
2746 { 2477 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2478 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) 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2481 }
2751 2482
2752 if (op->contr->state == ST_PLAYING) 2483 if (op->contr->ns->state == ST_PLAYING)
2753 { 2484 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2487 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2489 else
2760 { 2490 {
2761 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2493 }
2494
2764 if (op->contr->gen_sp >= 0) 2495 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2497 else
2767 { 2498 {
2768 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2501 }
2502
2771 if (op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2505 else
2774 { 2506 {
2775 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2525 op->stats.food = last_food;
2794 } 2526 }
2795 } 2527 }
2528
2796 if (max_sp > 1) 2529 if (max_sp > 1)
2797 { 2530 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2531 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2532 if (over_sp > 0)
2800 { 2533 {
2801 if (op->stats.sp < op->stats.maxsp) 2534 if (op->stats.sp < op->stats.maxsp)
2802 { 2535 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2539 op->stats.sp--;
2540
2806 if (op->stats.sp > op->stats.maxsp) 2541 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2542 op->stats.sp = op->stats.maxsp;
2808 } 2543 }
2809 op->last_sp = 0; 2544 op->last_sp = 0;
2810 } 2545 }
2811 else 2546 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2548 }
2816 else 2549 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2551 }
2821 2552
2822 /* Regenerate Grace */ 2553 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2555 if (--op->last_grace < 0)
2825 { 2556 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2557 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2558 op->stats.grace++; /* no penalty in food for regaining grace */
2559
2828 if (max_grace > 1) 2560 if (max_grace > 1)
2829 { 2561 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2563 if (over_grace > 0)
2832 { 2564 {
2860 op->stats.food += op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2593 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2594 op->stats.food = last_food;
2863 } 2595 }
2864 } 2596 }
2597
2865 if (max_hp > 1) 2598 if (max_hp > 1)
2866 { 2599 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2601 if (over_hp > 0)
2869 { 2602 {
2893 2626
2894 if (op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2629 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2898 /* dms do not consume food */ 2632 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2634 op->stats.food--;
2901 } 2635 }
2902 }
2903 2636
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2638 {
2906 object *tmp, *flesh = NULL; 2639 object *tmp, *flesh = 0;
2907 2640
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2642 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2644 {
2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2648 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2650 break;
2918 } 2651 }
2919 else if (tmp->type == FLESH) 2652 else if (tmp->type == FLESH)
2920 flesh = tmp; 2653 flesh = tmp;
2921 } /* End if paid for object */ 2654 } /* End if paid for object */
2922 } /* end of for loop */ 2655 } /* end of for loop */
2656
2923 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2658 * eat flesh instead.
2925 */ 2659 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2661 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2663 manual_apply (op, flesh, 0);
2930 } 2664 }
2931 } /* end if player is starving */ 2665 }
2932 2666
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2935 2669
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2671 kill_player (op);
2672 }
2938} 2673}
2939
2940
2941 2674
2942/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2678 * file.
2978 /* restore player */ 2711 /* restore player */
2979 at = archetype::find ("poisoning"); 2712 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2713 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2714 if (tmp)
2982 { 2715 {
2983 remove_ob (tmp); 2716 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2718 }
2987 2719
2988 at = archetype::find ("confusion"); 2720 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2721 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2722 if (tmp)
2991 { 2723 {
2992 remove_ob (tmp); 2724 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2726 }
2996 2727
2997 cure_disease (op, 0); /* remove any disease */ 2728 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2729 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2785 x = op->x;
3055 y = op->y; 2786 y = op->y;
3056 map = op->map; 2787 map = op->map;
3057 2788
3058 2789
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
3064 */ 2793 */
3065 2794
3066 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2797 * of death.
3069 */ 2798 */
3070#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2800 if (settings.balanced_stat_loss)
3072 { 2801 {
3073 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2804 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2807 little bit harder. */
3079 /* GD */ 2808 /* GD */
3080 if (settings.stat_loss_on_death) 2809 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2810 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2811 else
3086 { 2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 }
2814 else
2815 {
3087 num_stats_lose = 1; 2816 num_stats_lose = 1;
3088 } 2817 }
3089 lost_a_stat = 0; 2818 lost_a_stat = 0;
3090 2819
3091 for (z = 0; z < num_stats_lose; z++) 2820 for (z = 0; z < num_stats_lose; z++)
3092 { 2821 {
3093 i = RANDOM () % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
3094 2823
3095 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3096 { 2825 {
3097 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2827 * what he lost.
3099 */ 2828 */
3100 change_attr_value (&(op->stats), i, -1); 2829 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2830 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2834 lost_a_stat = 1;
2835 }
2836 else
2837 {
2838 /* deplete a stat */
2839 archetype *deparch = archetype::find ("depletion");
2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2844 {
2845 dep = arch_to_object (deparch);
2846 insert_ob_in_ob (dep, op);
3106 } 2847 }
3107 else 2848 lose_this_stat = 1;
2849 if (settings.balanced_stat_loss)
3108 { 2850 {
3109 /* deplete a stat */ 2851 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2852 /* Get the stat that we're about to deplete. */
3111 object *dep; 2853 this_stat = get_attr_value (&(dep->stats), i);
3112 2854 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2855 {
3116 dep = arch_to_object (deparch); 2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2857 int keep_chance = this_stat * this_stat;
3118 } 2858
3119 lose_this_stat = 1; 2859 /* 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) 2860 if (keep_chance < 1)
2861 keep_chance = 1;
2862
2863 /* There is a maximum depletion total per level. */
2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2865 {
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; 2866 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2867 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2868 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 } 2869 }
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 */ 2870 else
3161 if (this_stat >= -50)
3162 { 2871 {
3163 change_attr_value (&(dep->stats), i, -1); 2872 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; 2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2877 }
3169 } 2878 }
3170 } 2879 }
2880
2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2884 /* We could try to do something clever like find another
2885 * stat to reduce if this fails. But chances are, if
2886 * stats have been depleted to -50, all are pretty low
2887 * and should be roughly the same, so it shouldn't make a
2888 * difference.
2889 */
2890 if (this_stat >= -50)
2891 {
2892 change_attr_value (&(dep->stats), i, -1);
2893 SET_FLAG (dep, FLAG_APPLIED);
2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2895 op->update_stats ();
2896 lost_a_stat = 1;
2897 }
3171 } 2898 }
2899 }
2900 }
3172 /* If no stat lost, tell the player. */ 2901 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2902 if (!lost_a_stat)
3174 { 2903 {
3175 /* determine_god() seems to not work sometimes... why is this? 2904 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2905 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2906 const char *god = determine_god (op);
3178 2907
3179 if (god && (strcmp (god, "none"))) 2908 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); 2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2910 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2912 }
2913#else
2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2915#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 2916
3187 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2918 * exp loss on the stone.
3189 */ 2919 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2922 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2924 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); 2925 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; 2926 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2927 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2929
3200 /**************************************/ 2930 /**************************************/
3201 /* */ 2931 /* */
3202 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
3205 /* */ 2935 /* */
3206
3207 /**************************************/ 2936 /**************************************/
3208 2937
3209 /* remove any poisoning and confusion the character may be suffering. */ 2938 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2939 /* restore player */
3211 at = archetype::find ("poisoning"); 2940 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
2942
3213 if (tmp) 2943 if (tmp)
3214 { 2944 {
3215 remove_ob (tmp); 2945 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2947 }
3219 2948
3220 at = archetype::find ("confusion"); 2949 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2950 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2951 if (tmp)
3223 { 2952 {
3224 remove_ob (tmp); 2953 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2955 }
2956
3228 cure_disease (op, 0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
3229 2958
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2960 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2961 if (op->stats.food < 100)
3233 op->stats.food = 900; 2962 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2966
3238 /* 2967 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2970 * in the map.
3242 */ 2971 */
3243 2972
3244 if (is_in_shop (op)) 2973 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
3246 2975
3247 /****************************************/ 2976 /****************************************/
3248 /* */ 2977 /* */
3249 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
3251 /* */ 2980 /* */
3252
3253 /****************************************/ 2981 /****************************************/
3254 2982
3255 enter_player_savebed (op); 2983 enter_player_savebed (op);
3256 2984
3257 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 2986 * chance of abuse.
3259 */ 2987 */
3260 op->contr->braced = 0; 2988 op->contr->braced = 0;
3261 save_player (op, 1); 2989 op->contr->save ();
3262 2990
3263 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2994 * on the space that might harm the player.
3267 */ 2995 */
3268 will_kill_again = 0; 2996 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
3273 } 3000
3274 if (will_kill_again) 3001 if (will_kill_again)
3275 { 3002 {
3276 object *force; 3003 object *force;
3277 int at; 3004 int at;
3278 3005
3279 force = get_archetype (FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3008 force->speed = 0.1;
3282 force->speed_left = -5.0; 3009 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3011 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3013 force->resist[at] = 100;
3288 } 3014
3289 insert_ob_in_ob (force, op); 3015 insert_ob_in_ob (force, op);
3290 fix_player (op); 3016 op->update_stats ();
3291 3017
3292 } 3018 }
3293 3019
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3020 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} 3021}
3363
3364 3022
3365void 3023void
3366loot_object (object *op) 3024loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3025{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3026 object *tmp, *tmp2, *next;
3369 3027
3370 if (op->container) 3028 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3029 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3030
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3031 for (tmp = op->inv; tmp; tmp = next)
3376 { 3032 {
3377 next = tmp->below; 3033 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3034
3035 if (tmp->invisible)
3379 continue; 3036 continue;
3380 remove_ob (tmp); 3037
3038 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3039 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3040 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3041 { /* empty container to ground */
3384 loot_object (tmp); 3042 loot_object (tmp);
3385 } 3043 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3045 {
3388 if (tmp->nrof > 1) 3046 if (tmp->nrof > 1)
3389 { 3047 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3049 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3050 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3051 }
3394 else 3052 else
3395 free_object (tmp); 3053 tmp->destroy ();
3396 } 3054 }
3397 else 3055 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3056 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3057 }
3400} 3058}
3406 */ 3064 */
3407 3065
3408void 3066void
3409fix_weight (void) 3067fix_weight (void)
3410{ 3068{
3411 player *pl; 3069 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3070 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3072
3417 if (old == sum) 3073 if (old == sum)
3418 continue; 3074 continue;
3419 fix_player (pl->ob); 3075 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3077 }
3422} 3078}
3423 3079
3424void 3080void
3425fix_luck (void) 3081fix_luck (void)
3426{ 3082{
3427 player *pl; 3083 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3084 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3085 pl->ob->change_luck (0);
3432} 3086}
3433
3434 3087
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3438 */ 3091 */
3439
3440void 3092void
3441cast_dust (object *op, object *throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3442{ 3094{
3443 object *skop, *spob; 3095 object *skop, *spob;
3444 3096
3465 if (op->type == PLAYER) 3117 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3118 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3119
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3120 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3121
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3122 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3123}
3474 3124
3475void 3125void
3476make_visible (object *op) 3126make_visible (object *op)
3477{ 3127{
3491 object *tmp = NULL; 3141 object *tmp = NULL;
3492 3142
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3144 return 1;
3495 3145
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; 3146 return 0;
3502} 3147}
3503 3148
3504/* look at the surrounding terrain to determine 3149/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3150 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3265 if (mflags & P_OUT_OF_MAP)
3621 continue; 3266 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3267 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3268 continue;
3624 3269
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3270 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3271 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3272 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3273 return 1;
3629 else if (tmp->type == PLAYER) 3274 else if (tmp->type == PLAYER)
3630 { 3275 {
3684 3329
3685 /* only the viewable area the player sees is updated by LOS 3330 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3331 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3332 * for any meaningful values.
3688 */ 3333 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3335 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3337 return 1;
3693 op = op->more; 3338 op = op->more;
3694 } 3339 }
3695 return 0; 3340 return 0;
3696} 3341}
3882 { 3527 {
3883 /* forces in the treasurelist can alter the player's stats */ 3528 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3529 object *skin;
3885 3530
3886 /* first get the dragon skin force */ 3531 /* first get the dragon skin force */
3532 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); 3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3534 ;
3535
3888 if (skin == NULL) 3536 if (!skin)
3889 return; 3537 return;
3890 3538
3891 /* adding new spellpath attunements */ 3539 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3540 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3541 {

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