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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 1.62 by root, Mon Dec 25 11:25:49 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192 166 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 171void
202 */ 172player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 206 */
241 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
242 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 if (!ns)
256 return;
257
258 //TODO: don't be so harsh and destroy :)
259 destroy ();
260
261 ns->pl = 0;
262 ns = 0;
263}
264
265// the need for this function can be explained
266// by load_object not returning the object
267void
268player::set_object (object *op)
269{
270 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */
272
273 ob->speed_left = 0.5;
274 ob->speed = 1.0;
275 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282}
283
284player::player ()
285{
243 /* There are some elements we want initialized to non zero value - 286 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 287 * we deal with that below this point.
245 */ 288 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 289 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 290 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 291 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 292
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 293 assign (savebed_map, first_map_path); /* Init. respawn position */
257 294
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; 295 gen_sp_armour = 10;
272 p->last_speed = -1; 296 last_speed = -1;
273 p->shoottype = range_none; 297 shoottype = range_none;
274 p->bowtype = bow_normal; 298 bowtype = bow_normal;
275 p->petmode = pet_normal; 299 petmode = pet_normal;
276 p->listening = 10; 300 listening = 10;
277 p->usekeys = containers; 301 usekeys = containers;
278 p->last_weapon_sp = -1; 302 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 303 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 304 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);
288 305
289 /* we need to clear these to -1 and not zero - otherwise, 306 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 307 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 308 * send new values to the client, as things like exp start
292 * at zero. 309 * at zero.
293 */ 310 */
294 for (i = 0; i < NUM_SKILLS; i++) 311 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 312 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 313
298 }
299 for (i = 0; i < NROFATTACKS; i++) 314 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 315 last_resist[i] = -1;
302 } 316
303 p->last_stats.exp = -1; 317 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 318 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 319}
310 320
311/* This loads the first map an puts the player on it. */ 321void
312static void 322player::do_destroy ()
313set_first_map (object *op)
314{ 323{
315 strcpy (op->contr->maplevel, first_map_path); 324 attachable::do_destroy ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 325
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob)
349 ob->destroy (true);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
321/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
323 * mode. 370 * mode.
324 */ 371 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 372player *
373player::create ()
374{
375 player *pl = new player;
330 376
331 p = get_player (NULL); 377 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));
334 378
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; 379 return pl;
354} 380}
355 381
356/* 382/*
357 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
367 { 393 {
368 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
369 at = first_archetype; 395 at = first_archetype;
370 else 396 else
371 at = at->next; 397 at = at->next;
398
372 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
373 return at; 400 return at;
401
374 if (at == start) 402 if (at == start)
375 { 403 {
376 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 405 exit (-1);
378 } 406 }
379 } 407 }
380} 408}
381 409
382
383object * 410object *
384get_nearest_player (object *mon) 411get_nearest_player (object *mon)
385{ 412{
386 object *op = NULL; 413 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 414 objectlink *ol;
389 unsigned lastdist; 415 unsigned lastdist;
390 rv_vector rv; 416 rv_vector rv;
391 417
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 450 {
425 op = ol->ob; 451 op = ol->ob;
426 lastdist = rv.distance; 452 lastdist = rv.distance;
427 } 453 }
428 } 454 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 455
430 { 456 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
435 { 459 {
436 op = pl->ob; 460 op = pl->ob;
437 lastdist = rv.distance; 461 lastdist = rv.distance;
438 } 462 }
439 } 463
440 }
441#if 0 464#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 466#endif
444 return op; 467 return op;
445} 468}
463 * circling behaviour. Unfortunately, this function is also used to determined 486 * 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 487 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 488 * is probably not a good thing.
466 */ 489 */
467#define MAX_SPACES 50 490#define MAX_SPACES 50
468
469 491
470/* 492/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * 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 494 * 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 495 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 672 {
651 remove_ob (op); 673 op->destroy ();
652 free_object (op);
653 continue; 674 continue;
654 } 675 }
655 } 676 }
656 677
657 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
669 break; 690 break;
670 691
671 if (tmp) 692 if (tmp)
672 { 693 {
673 remove_ob (op); 694 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 696 continue;
677 } 697 }
698
678 if (op->nrof > 1) 699 if (op->nrof > 1)
679 op->nrof = 1; 700 op->nrof = 1;
680 } 701 }
681 702
682 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 717 }
697 if (op->type == SPELL) 718 if (op->type == SPELL)
698 { 719 {
699 remove_ob (op); 720 op->destroy ();
700 free_object (op);
701 continue; 721 continue;
702 } 722 }
703 else if (op->type == SKILL) 723 else if (op->type == SKILL)
704 { 724 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
715 link_player_skills (pl); 735 link_player_skills (pl);
716} 736}
717 737
718void 738void
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) 739get_party_password (object *op, partylist *party)
803{ 740{
804 if (party == NULL) 741 if (party == NULL)
805 { 742 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 744 return;
808 } 745 }
746
809 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 751}
814
815 752
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 754static int
818roll_stat (void) 755roll_stat (void)
819{ 756{
820 int a[4], i, j, k; 757 int a[4], i, j, k;
821 758
822 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 763 if (a[i] < k)
827 k = a[i], j = i; 764 k = a[i], j = i;
828 765
829 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 767 if (i != j)
832 k += a[i]; 768 k += a[i];
833 } 769
834 return k; 770 return k;
835} 771}
836 772
837void 773void
838roll_stats (object *op) 774object::roll_stats ()
839{ 775{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 776 int statsort [7];
843 777
844 do 778 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 } 779 {
855 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
856 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
857 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 789 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;
865 790
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]; 791 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
890 798
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; 799 stats.exp = 0;
902 op->stats.ac = 0; 800 stats.ac = 0;
903 801
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; 802 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
912 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
913} 814}
914 815
915void 816void
916Roll_Again (object *op) 817object::swap_stats (int a, int b)
917{ 818{
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); 819 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)); 820 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); 821 set_attr_value (&contr->orig_stats, b, tmp);
942 822
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; 823 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 824 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 825 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 826 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 827 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 828 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 833 stats.ac = 0;
953 834
954 op->level = 1; 835 level = 1;
955 op->stats.exp = 0; 836 stats.exp = 0;
956 op->stats.ac = 0; 837 stats.ac = 0;
957 838
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; 839 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
966 op->contr->orig_stats = op->stats; 849 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 { 850 }
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} 851}
1044 852
1045/* This function takes the key that is passed, and does the 853/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 854 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 855 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 856 * separate race and class; this actually changes the RACE,
1049 * not the class. 857 * not the class.
1050 */ 858 */
1051
1052int 859int
1053key_change_class (object *op, char key) 860key_change_class (object *op, char key)
1054{ 861{
1055 int tmp_loop; 862 int tmp_loop;
1056 863
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') 864 if (key == 'd' || key == 'D')
1064 { 865 {
1065 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
1066 867
1067 /* this must before then initial items are given */ 868 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 869 esrv_new_player (op->contr, op->weight + op->carrying);
870
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 871 treasurelist *tl = find_treasurelist ("starting_wealth");
872 if (tl)
873 create_treasure (tl, op, 0, 0, 0);
1070 874
1071 INVOKE_PLAYER (BIRTH, op->contr); 875 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 876 INVOKE_PLAYER (LOGIN, op->contr);
1073 877
1074 op->contr->state = ST_PLAYING; 878 op->contr->ns->state = ST_PLAYING;
1075 879
1076 if (op->msg) 880 if (op->msg)
1077 op->msg = NULL; 881 op->msg = NULL;
1078 882
1079 /* We create this now because some of the unique maps will need it 883 /* We create this now because some of the unique maps will need it
1088 start_info (op); 892 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 893 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 894 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 895 link_player_skills (op);
1092 esrv_send_inventory (op, op); 896 esrv_send_inventory (op, op);
1093 fix_player (op); 897 op->update_stats ();
1094 898
1095 /* This moves the player to a different start map, if there 899 /* This moves the player to a different start map, if there
1096 * is one for this race 900 * is one for this race
1097 */ 901 */
1098 if (*first_map_ext_path) 902 if (*first_map_ext_path)
1099 { 903 {
1100 object *tmp; 904 object *tmp;
1101 char mapname[MAX_BUF]; 905 char mapname[MAX_BUF];
1102 906
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 908 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 909 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 910 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 911 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 912 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 913 * if the map isn't there, then stay on the
1110 * default initial map */ 914 * default initial map */
1111 free_object (tmp); 915 tmp->destroy ();
1112 } 916 }
1113 else 917 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 918 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 919
1117 return 0; 920 return 0;
1118 } 921 }
1119 922
1120 /* Following actually changes the race - this is the default command 923 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 924 * if we don't match with one of the options above.
1125 while (!tmp_loop) 928 while (!tmp_loop)
1126 { 929 {
1127 shstr name = op->name; 930 shstr name = op->name;
1128 int x = op->x, y = op->y; 931 int x = op->x, y = op->y;
1129 932
1130 remove_statbonus (op); 933 op->remove_statbonus ();
1131 remove_ob (op); 934 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 935 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 936 op->arch->clone.copy_to (op);
1134 op->instantiate (); 937 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 938 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 939 op->name = op->name_pl = name;
1137 op->x = x; 940 op->x = x;
1138 op->y = y; 941 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 942 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 943 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 944 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 945 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 946 tmp_loop = allowed_class (op);
1144 } 947 }
1145 948
1146 update_object (op, UP_OBJ_FACE); 949 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 950 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 951 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 952 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 953 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 954 op->stats.grace = 0;
1152 955
1153 if (op->msg) 956 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 957 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 958
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 959 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; 960 return 0;
1158} 961}
1159 962
1160int 963int
1161key_confirm_quit (object *op, char key) 964key_confirm_quit (object *op, char key)
1162{ 965{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 967 {
1167 op->contr->state = ST_PLAYING; 968 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 970 return 1;
1170 } 971 }
1171 972
1172 INVOKE_PLAYER (LOGOUT, op->contr); 973 INVOKE_PLAYER (LOGOUT, op->contr);
1177 op->direction = 0; 978 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 980
1180 strcpy (op->contr->killer, "quit"); 981 strcpy (op->contr->killer, "quit");
1181 check_score (op); 982 check_score (op);
1182 op->contr->party = NULL; 983 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 984 op->contr->own_title[0] = '\0';
1185 985
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 986 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 987
988 delete ob->contr;
989
1190 /* We need to hunt for any per player unique maps in memory and 990 /* 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, 991 * 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 992 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 993 */
994 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 996
1196 { 997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
1197 next = mp->next; 999 next = mp->next;
1000
1198 if (!strncmp (mp->path, buf, strlen (buf))) 1001 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 1002 delete_map (mp);
1200 } 1003 }
1201 1004
1202 delete_character (op->name, 1); 1005 delete_character (ob->name, 1);
1203 }
1204 1006
1205 play_again (op);
1206 return 1; 1007 return 1;
1207} 1008}
1208 1009
1209void 1010void
1210flee_player (object *op) 1011flee_player (object *op)
1241 { 1042 {
1242 op->enemy = NULL; 1043 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1045 return;
1245 } 1046 }
1047
1246 get_rangevector (op, op->enemy, &rv, 0); 1048 get_rangevector (op, op->enemy, &rv, 0);
1247 1049
1248 dir = absdir (4 + rv.direction); 1050 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1051 for (diff = 0; diff < 3; diff++)
1250 { 1052 {
1251 int m = 1 - (RANDOM () & 2); 1053 int m = 1 - (RANDOM () & 2);
1252 1054
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1055 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1056 return;
1256 }
1257 } 1057 }
1058
1258 /* Cornered, get rid of scared */ 1059 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1061 op->enemy = NULL;
1261} 1062}
1262 1063
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 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)))); 1150 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1151 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1152 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)))); 1153 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1154
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1155 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 } 1156 }
1157
1384 /* philosophy: 1158 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1159 * 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 1160 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1161 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1162 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1163 * example.
1390 * The drawback: right now it has no frontend, so you need to 1164 * 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 1165 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1166 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1200 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1201 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1202 if (tmp->type == FOOD)
1429 { 1203 {
1430 pick_up (op, tmp); 1204 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1205 continue;
1434 } 1206 }
1207
1435 if (op->contr->mode & PU_DRINK) 1208 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1209 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1210 {
1438 pick_up (op, tmp); 1211 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1212 continue;
1442 } 1213 }
1443 1214
1444 if (op->contr->mode & PU_POTION) 1215 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1216 if (tmp->type == POTION)
1446 { 1217 {
1447 pick_up (op, tmp); 1218 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1219 continue;
1451 } 1220 }
1452 1221
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1222 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1223 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1224 if (tmp->type == SPELLBOOK)
1456 { 1225 {
1457 pick_up (op, tmp); 1226 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1227 continue;
1461 } 1228 }
1229
1462 if (op->contr->mode & PU_SKILLSCROLL) 1230 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1231 if (tmp->type == SKILLSCROLL)
1464 { 1232 {
1465 pick_up (op, tmp); 1233 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1234 continue;
1469 } 1235 }
1236
1470 if (op->contr->mode & PU_READABLES) 1237 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1238 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1239 {
1473 pick_up (op, tmp); 1240 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1241 continue;
1477 } 1242 }
1478 1243
1479 /* wands/staves/rods/horns */ 1244 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1245 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1246 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1247 {
1483 pick_up (op, tmp); 1248 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1249 continue;
1487 } 1250 }
1488 1251
1489 /* pick up all magical items */ 1252 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1253 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1254 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1255 {
1493 pick_up (op, tmp); 1256 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1257 continue;
1497 } 1258 }
1498 1259
1499 if (op->contr->mode & PU_VALUABLES) 1260 if (op->contr->mode & PU_VALUABLES)
1500 { 1261 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1262 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1263 {
1503 pick_up (op, tmp); 1264 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1265 continue;
1507 } 1266 }
1508 } 1267 }
1509 1268
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1269 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1270 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1271 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1272 {
1514 pick_up (op, tmp); 1273 pick_up (op, tmp);
1274 continue;
1515 if (0) 1275 }
1516 fprintf (stderr, "JEWELS\n"); 1276
1277 /* we don't forget dragon food */
1278 if (op->contr->mode & PU_FLESH)
1279 if (tmp->type == FLESH)
1280 {
1281 pick_up (op, tmp);
1517 continue; 1282 continue;
1518 } 1283 }
1519 1284
1520 /* bows and arrows. Bows are good for selling! */ 1285 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1286 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1287 if (tmp->type == BOW)
1523 { 1288 {
1524 pick_up (op, tmp); 1289 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1290 continue;
1528 } 1291 }
1292
1529 if (op->contr->mode & PU_ARROW) 1293 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1294 if (tmp->type == ARROW)
1531 { 1295 {
1532 pick_up (op, tmp); 1296 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1297 continue;
1536 } 1298 }
1537 1299
1538 /* all kinds of armor etc. */ 1300 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1301 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1302 if (tmp->type == ARMOUR)
1541 { 1303 {
1542 pick_up (op, tmp); 1304 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1305 continue;
1546 } 1306 }
1307
1547 if (op->contr->mode & PU_HELMET) 1308 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1309 if (tmp->type == HELMET)
1549 { 1310 {
1550 pick_up (op, tmp); 1311 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1312 continue;
1554 } 1313 }
1314
1555 if (op->contr->mode & PU_SHIELD) 1315 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1316 if (tmp->type == SHIELD)
1557 { 1317 {
1558 pick_up (op, tmp); 1318 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1319 continue;
1562 } 1320 }
1321
1563 if (op->contr->mode & PU_BOOTS) 1322 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1323 if (tmp->type == BOOTS)
1565 { 1324 {
1566 pick_up (op, tmp); 1325 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1326 continue;
1570 } 1327 }
1328
1571 if (op->contr->mode & PU_GLOVES) 1329 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1330 if (tmp->type == GLOVES)
1573 { 1331 {
1574 pick_up (op, tmp); 1332 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1333 continue;
1578 } 1334 }
1335
1579 if (op->contr->mode & PU_CLOAK) 1336 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1337 if (tmp->type == CLOAK)
1581 { 1338 {
1582 pick_up (op, tmp); 1339 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1340 continue;
1586 } 1341 }
1587 1342
1588 /* hoping to catch throwing daggers here */ 1343 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1344 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1345 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1346 {
1592 pick_up (op, tmp); 1347 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1348 continue;
1596 } 1349 }
1597 1350
1598 /* careful: chairs and tables are weapons! */ 1351 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1352 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1355 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1356 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1357 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1358 {
1606 pick_up (op, tmp); 1359 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1360 continue;
1610 } 1361 }
1611 } 1362 }
1363
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1364 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1365 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1366 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1367 {
1616 pick_up (op, tmp); 1368 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1369 continue;
1620 } 1370 }
1621 } 1371 }
1622 } 1372 }
1623 1373
1624 /* misc stuff that's useful */ 1374 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1375 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1376 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1377 {
1628 pick_up (op, tmp); 1378 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1379 continue;
1632 } 1380 }
1633 1381
1634 /* any of the last 4 bits set means we use the ratio for value 1382 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1383 * pickups */
1657 continue; 1405 continue;
1658 } 1406 }
1659 } 1407 }
1660 } /* the new pickup model */ 1408 } /* the new pickup model */
1661 } 1409 }
1410
1662 return !stop; 1411 return !stop;
1663} 1412}
1664 1413
1665/* 1414/*
1666 * Find an arrow in the inventory and after that 1415 * Find an arrow in the inventory and after that
1843 if (!dir) 1592 if (!dir)
1844 { 1593 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1595 return 0;
1847 } 1596 }
1597
1848 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1599 bow = op->contr->ranges[range_bow];
1850 else 1600 else
1851 { 1601 {
1852 for (bow = op->inv; bow; bow = bow->below) 1602 for (bow = op->inv; bow; bow = bow->below)
1860 { 1610 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1612 return 0;
1863 } 1613 }
1864 } 1614 }
1615
1865 if (!bow->race || !bow->skill) 1616 if (!bow->race || !bow->skill)
1866 { 1617 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1619 return 0;
1869 } 1620 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1623
1873 /* penalize ROF for bestarrow */ 1624 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1876 if (bowspeed < 1) 1628 if (bowspeed < 1)
1877 bowspeed = 1; 1629 bowspeed = 1;
1878 1630
1879 if (arrow == NULL) 1631 if (arrow == NULL)
1880 { 1632 {
1886 else 1638 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1639 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1640 return 0;
1889 } 1641 }
1890 } 1642 }
1643
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1645 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1646 return 0;
1895 } 1647
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1648 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1649 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1651 return 0;
1900 } 1652 }
1901 1653
1902 /* this should not happen, but sometimes does */ 1654 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1655 if (arrow->nrof == 0)
1904 { 1656 {
1905 remove_ob (arrow); 1657 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1658 return 0;
1908 } 1659 }
1909 1660
1910 left = arrow; /* these are arrows left to the player */ 1661 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1662 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1663 if (!arrow)
1913 { 1664 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1665 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1666 return 0;
1916 } 1667 }
1917 set_owner (arrow, op); 1668
1669 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1670 arrow->skill = bow->skill;
1919 1671
1920 arrow->direction = dir; 1672 arrow->direction = dir;
1921 arrow->x = sx; 1673 arrow->x = sx;
1922 arrow->y = sy; 1674 arrow->y = sy;
1923 1675
1924 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1925 { 1677 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1679 op->update_stats ();
1928 } 1680 }
1929 1681
1930 SET_ANIMATION (arrow, arrow->direction); 1682 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1684 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1685 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1686 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1687 arrow->spellarg = strdup (arrow->slaying);
1936 1688
1937 /* Note that this was different for monsters - they got their level 1689 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1690 * added to the damage. I think the strength bonus is more proper.
1939 */ 1691 */
1940 1692
1964 } 1716 }
1965 1717
1966 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1968 1720
1969 if (bow->slaying != NULL) 1721 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1722 arrow->slaying = bow->slaying;
1971 1723
1972 arrow->map = m; 1724 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
2092 item->speed = 0; 1844 item->speed = 0;
2093 update_ob_speed (item); 1845 update_ob_speed (item);
2094 } 1846 }
2095 if ((tmp = is_player_inv (item))) 1847 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1849 }
2098 } 1850 }
2099 else if (item->type == ROD || item->type == HORN) 1851 else if (item->type == ROD || item->type == HORN)
2100 { 1852 {
2130 case range_misc: 1882 case range_misc:
2131 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2132 return; 1884 return;
2133 1885
2134 case range_golem: /* Control summoned monsters from scrolls */ 1886 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) 1887 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1888 {
2137 op->contr->ranges[range_golem] = NULL; 1889 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1890 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1891 }
2141 else 1892 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1893 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1894 return;
2144 1895
2251 * 0 otherwise 2002 * 0 otherwise
2252 */ 2003 */
2253static int 2004static int
2254player_attack_door (object *op, object *door) 2005player_attack_door (object *op, object *door)
2255{ 2006{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2007 /* 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 - 2008 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2009 * otherwise, we fall through to the rest of the code.
2260 */ 2010 */
2261 object *key = find_key (op, op, door); 2011 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2049 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2050 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2051 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2052 * going to try and move (not fire weapons).
2303 */ 2053 */
2304
2305void 2054void
2306move_player_attack (object *op, int dir) 2055move_player_attack (object *op, int dir)
2307{ 2056{
2308 object *tmp, *mon; 2057 object *tmp, *mon;
2309 sint16 nx, ny; 2058 sint16 nx, ny;
2311 maptile *m; 2060 maptile *m;
2312 2061
2313 nx = freearr_x[dir] + op->x; 2062 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2063 ny = freearr_y[dir] + op->y;
2315 2064
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2065 on_battleground = op_on_battleground (op, 0, 0);
2317 2066
2318 /* If braced, or can't move to the square, and it is not out of the 2067 /* 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 2068 * 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 2069 * 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 2070 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2082 return; /* Don't think this should happen */
2334 } 2083 }
2335 else 2084 else
2336 m = op->map; 2085 m = op->map;
2337 2086
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2088 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2090 return;
2342 } 2091 }
2343 2092
2344 mon = NULL; 2093 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2094 /* 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. 2095 * 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 2096 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2097 * on the space
2349 */ 2098 */
2350 while (tmp != NULL) 2099 while (tmp)
2351 { 2100 {
2352 if (tmp == op) 2101 if (tmp == op)
2353 { 2102 {
2354 tmp = tmp->above; 2103 tmp = tmp->above;
2355 continue; 2104 continue;
2365 mon = tmp; 2114 mon = tmp;
2366 2115
2367 tmp = tmp->above; 2116 tmp = tmp->above;
2368 } 2117 }
2369 2118
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2119 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2120 return; /* into a wall */
2372 2121
2373 if (mon->head != NULL) 2122 if (mon->head)
2374 mon = mon->head; 2123 mon = mon->head;
2375 2124
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2126 if (player_attack_door (op, mon))
2378 return; 2127 return;
2390 * player owns it and it is either friendly or unagressive. 2139 * player owns it and it is either friendly or unagressive.
2391 */ 2140 */
2392 if ((op->type == PLAYER) 2141 if ((op->type == PLAYER)
2393#if COZY_SERVER 2142#if COZY_SERVER
2394 && 2143 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2144 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2145 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2146#else
2398 && get_owner (mon) == op 2147 && mon->owner == op
2399#endif 2148#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2150 {
2402 /* If we're braced, we don't want to switch places with it */ 2151 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2152 if (op->contr->braced)
2415 * attack them either. 2164 * attack them either.
2416 */ 2165 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2166 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2167 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2168#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2169 (op->contr->peaceful
2421 || (mon->type == PLAYER 2170 || (mon->type == PLAYER
2422 && mon->contr-> 2171 && mon->contr->
2423 peaceful)) && 2172 peaceful)) &&
2424#else 2173#else
2425 op->contr->peaceful && 2174 op->contr->peaceful &&
2426#endif 2175#endif
2427 !on_battleground)) 2176 !on_battleground))
2428 { 2177 {
2429 if (!op->contr->braced) 2178 if (!op->contr->braced)
2430 { 2179 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2181 (void) push_ob (mon, dir, op);
2433 } 2182 }
2434 else 2183 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2184 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2185
2438 if (op->contr->tmp_invis || op->hide) 2186 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2187 make_visible (op);
2440 } 2188 }
2441 2189
2442 /* If the object is a boulder or other rollable object, then 2190 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2218 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2219
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2221 }
2474 2222
2475 skill_attack (mon, op, 0, NULL, NULL); 2223 skill_attack (mon, op, 0, 0, 0);
2476 2224
2477 /* If attacking another player, that player gets automatic 2225 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2226 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2227 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2228 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2230 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2231 {
2484 short luck = mon->stats.luck; 2232 short luck = mon->stats.luck;
2485 2233
2486 mon->contr->has_hit = 1; 2234 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2235 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2236 mon->stats.luck = luck;
2489 } 2237 }
2238
2490 if (action_makes_visible (op)) 2239 if (action_makes_visible (op))
2491 make_visible (op); 2240 make_visible (op);
2492 } 2241 }
2493 } /* if player should attack something */ 2242 } /* if player should attack something */
2494} 2243}
2529 2278
2530 /* Add special check for newcs players and fire on - this way, the 2279 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2280 * server can handle repeat firing.
2532 */ 2281 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2282 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2283 op->direction = dir;
2536 }
2537 else 2284 else
2538 {
2539 op->direction = 0; 2285 op->direction = 0;
2540 } 2286
2541 /* Update how the player looks. Use the facing, so direction may 2287 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2288 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2289 * for players.
2544 */ 2290 */
2545 animate_object (op, op->facing); 2291 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2336 /* 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 2337 * 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 2338 * 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. 2339 * put this in a a workaround to clean up the golem pointer.
2594 */ 2340 */
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))) 2341 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2342 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2343
2602 /* call this here - we also will call this in do_ericserver, but 2344 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2345 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2346 * called, so we recheck it here.
2605 */ 2347 */
2606 HandleClient (&op->contr->socket, op->contr); 2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2350 ;
2351
2607 if (op->speed_left < 0) 2352 if (op->speed_left < 0)
2608 return 0; 2353 return 0;
2609 2354
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2356 {
2620 if (op->speed_left > 0) 2365 if (op->speed_left > 0)
2621 return 1; 2366 return 1;
2622 else 2367 else
2623 return 0; 2368 return 0;
2624 } 2369 }
2370
2625 return 0; 2371 return 0;
2626} 2372}
2627 2373
2628int 2374int
2629save_life (object *op) 2375save_life (object *op)
2630{ 2376{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2377 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2378 return 0;
2635 2379
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2380 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2381 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2382 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2383 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)); 2384 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2385
2641 if (op->contr) 2386 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2387 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2388
2644 free_object (tmp); 2389 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2390 CLEAR_FLAG (op, FLAG_LIFESAVE);
2391
2646 if (op->stats.hp < 0) 2392 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2393 op->stats.hp = op->stats.maxhp;
2394
2648 if (op->stats.food < 0) 2395 if (op->stats.food < 0)
2649 op->stats.food = 999; 2396 op->stats.food = 999;
2650 fix_player (op); 2397
2398 op->update_stats ();
2651 return 1; 2399 return 1;
2652 } 2400 }
2401
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2403 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2404 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2405 return 0;
2657} 2406}
2671 next = op->below; /* Make sure we have a good value, in case 2420 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2421 * we remove object 'op'
2673 */ 2422 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2423 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2424 {
2676 remove_ob (op); 2425 op->remove ();
2677 op->x = env->x; 2426 op->x = env->x;
2678 op->y = env->y; 2427 op->y = env->y;
2679 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2430 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2431 }
2683 else if (op->inv) 2432 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2433 remove_unpaid_objects (op->inv, env);
2434
2685 op = next; 2435 op = next;
2686 } 2436 }
2687} 2437}
2688
2689 2438
2690/* 2439/*
2691 * Returns pointer a static string containing gravestone text 2440 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2441 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2442 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2453 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2455 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2456 else
2708 sprintf (buf, "%s\n", &op->name); 2457 sprintf (buf, "%s\n", &op->name);
2458
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2459 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2460 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2462 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2463 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2464 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2465
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2466 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2467 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2468 if (op->type == PLAYER)
2718 { 2469 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2470 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2471 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2472 strcat (buf2, buf);
2722 } 2473 }
2474
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2475 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2477 strcat (buf2, buf);
2478
2726 return buf2; 2479 return buf2;
2727} 2480}
2728
2729
2730 2481
2731void 2482void
2732do_some_living (object *op) 2483do_some_living (object *op)
2733{ 2484{
2734 int last_food = op->stats.food; 2485 int last_food = op->stats.food;
2743 const int max_grace = 1; 2494 const int max_grace = 1;
2744 2495
2745 if (op->contr->outputs_sync) 2496 if (op->contr->outputs_sync)
2746 { 2497 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2498 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) 2499 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]); 2500 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2501 }
2751 2502
2752 if (op->contr->state == ST_PLAYING) 2503 if (op->contr->ns->state == ST_PLAYING)
2753 { 2504 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2505 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2506 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2507 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2508 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2509 else
2760 { 2510 {
2761 gen_hp = op->stats.maxhp; 2511 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2512 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2513 }
2514
2764 if (op->contr->gen_sp >= 0) 2515 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2516 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2517 else
2767 { 2518 {
2768 gen_sp = op->stats.maxsp; 2519 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2520 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2521 }
2522
2771 if (op->contr->gen_grace >= 0) 2523 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2524 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2525 else
2774 { 2526 {
2775 gen_grace = op->stats.maxgrace; 2527 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2545 op->stats.food = last_food;
2794 } 2546 }
2795 } 2547 }
2548
2796 if (max_sp > 1) 2549 if (max_sp > 1)
2797 { 2550 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2551 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2552 if (over_sp > 0)
2800 { 2553 {
2801 if (op->stats.sp < op->stats.maxsp) 2554 if (op->stats.sp < op->stats.maxsp)
2802 { 2555 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2559 op->stats.sp--;
2560
2806 if (op->stats.sp > op->stats.maxsp) 2561 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2562 op->stats.sp = op->stats.maxsp;
2808 } 2563 }
2809 op->last_sp = 0; 2564 op->last_sp = 0;
2810 } 2565 }
2811 else 2566 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2568 }
2816 else 2569 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2571 }
2821 2572
2822 /* Regenerate Grace */ 2573 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2575 if (--op->last_grace < 0)
2825 { 2576 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2577 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2578 op->stats.grace++; /* no penalty in food for regaining grace */
2579
2828 if (max_grace > 1) 2580 if (max_grace > 1)
2829 { 2581 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2583 if (over_grace > 0)
2832 { 2584 {
2860 op->stats.food += op->contr->digestion; 2612 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2613 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2614 op->stats.food = last_food;
2863 } 2615 }
2864 } 2616 }
2617
2865 if (max_hp > 1) 2618 if (max_hp > 1)
2866 { 2619 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2621 if (over_hp > 0)
2869 { 2622 {
2893 2646
2894 if (op->contr->gen_hp > 0) 2647 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2648 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2649 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651
2898 /* dms do not consume food */ 2652 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2653 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2654 op->stats.food--;
2901 } 2655 }
2902 }
2903 2656
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2657 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2658 {
2906 object *tmp, *flesh = NULL; 2659 object *tmp, *flesh = 0;
2907 2660
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2661 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2662 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2663 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2664 {
2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2668 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2669 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2670 break;
2918 } 2671 }
2919 else if (tmp->type == FLESH) 2672 else if (tmp->type == FLESH)
2920 flesh = tmp; 2673 flesh = tmp;
2921 } /* End if paid for object */ 2674 } /* End if paid for object */
2922 } /* end of for loop */ 2675 } /* end of for loop */
2676
2923 /* If player is still starving, it means they don't have any food, so 2677 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2678 * eat flesh instead.
2925 */ 2679 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2681 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2682 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2683 manual_apply (op, flesh, 0);
2930 } 2684 }
2931 } /* end if player is starving */ 2685 }
2932 2686
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2687 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2688 op->stats.food++, op->stats.hp--;
2935 2689
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2691 kill_player (op);
2692 }
2938} 2693}
2939
2940
2941 2694
2942/* If the player should die (lack of hp, food, etc), we call this. 2695/* 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 2696 * 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 2697 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2698 * file.
2978 /* restore player */ 2731 /* restore player */
2979 at = archetype::find ("poisoning"); 2732 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2733 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2734 if (tmp)
2982 { 2735 {
2983 remove_ob (tmp); 2736 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2738 }
2987 2739
2988 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2741 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2742 if (tmp)
2991 { 2743 {
2992 remove_ob (tmp); 2744 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2746 }
2996 2747
2997 cure_disease (op, 0); /* remove any disease */ 2748 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2749 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2805 x = op->x;
3055 y = op->y; 2806 y = op->y;
3056 map = op->map; 2807 map = op->map;
3057 2808
3058 2809
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2811 * 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. 2812 * See the config.h file for a little more in depth detail about this.
3064 */ 2813 */
3065 2814
3066 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2817 * of death.
3069 */ 2818 */
3070#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3072 { 2821 {
3073 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2824 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2827 little bit harder. */
3079 /* GD */ 2828 /* GD */
3080 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2830 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2831 else
3086 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
2835 {
3087 num_stats_lose = 1; 2836 num_stats_lose = 1;
3088 } 2837 }
3089 lost_a_stat = 0; 2838 lost_a_stat = 0;
3090 2839
3091 for (z = 0; z < num_stats_lose; z++) 2840 for (z = 0; z < num_stats_lose; z++)
3092 { 2841 {
3093 i = RANDOM () % NUM_STATS; 2842 i = RANDOM () % NUM_STATS;
3094 2843
3095 if (settings.stat_loss_on_death) 2844 if (settings.stat_loss_on_death)
3096 { 2845 {
3097 /* Pick a random stat and take a point off it. Tell the player 2846 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2847 * what he lost.
3099 */ 2848 */
3100 change_attr_value (&(op->stats), i, -1); 2849 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2850 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2851 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2852 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2853 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2854 lost_a_stat = 1;
2855 }
2856 else
2857 {
2858 /* deplete a stat */
2859 archetype *deparch = archetype::find ("depletion");
2860 object *dep;
2861
2862 dep = present_arch_in_ob (deparch, op);
2863 if (!dep)
2864 {
2865 dep = arch_to_object (deparch);
2866 insert_ob_in_ob (dep, op);
3106 } 2867 }
3107 else 2868 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss)
3108 { 2870 {
3109 /* deplete a stat */ 2871 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2872 /* Get the stat that we're about to deplete. */
3111 object *dep; 2873 this_stat = get_attr_value (&(dep->stats), i);
3112 2874 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2875 {
3116 dep = arch_to_object (deparch); 2876 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2877 int keep_chance = this_stat * this_stat;
3118 } 2878
3119 lose_this_stat = 1; 2879 /* 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) 2880 if (keep_chance < 1)
2881 keep_chance = 1;
2882
2883 /* There is a maximum depletion total per level. */
2884 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2885 {
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; 2886 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2887 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2888 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 } 2889 }
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 */ 2890 else
3161 if (this_stat >= -50)
3162 { 2891 {
3163 change_attr_value (&(dep->stats), i, -1); 2892 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; 2893 lose_this_stat = 0;
2894 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895 this_stat, keep_chance, loss_chance,
2896 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2897 }
3169 } 2898 }
3170 } 2899 }
2900
2901 if (lose_this_stat)
2902 {
2903 this_stat = get_attr_value (&(dep->stats), i);
2904 /* We could try to do something clever like find another
2905 * stat to reduce if this fails. But chances are, if
2906 * stats have been depleted to -50, all are pretty low
2907 * and should be roughly the same, so it shouldn't make a
2908 * difference.
2909 */
2910 if (this_stat >= -50)
2911 {
2912 change_attr_value (&(dep->stats), i, -1);
2913 SET_FLAG (dep, FLAG_APPLIED);
2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2915 op->update_stats ();
2916 lost_a_stat = 1;
2917 }
3171 } 2918 }
2919 }
2920 }
3172 /* If no stat lost, tell the player. */ 2921 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2922 if (!lost_a_stat)
3174 { 2923 {
3175 /* determine_god() seems to not work sometimes... why is this? 2924 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2925 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2926 const char *god = determine_god (op);
3178 2927
3179 if (god && (strcmp (god, "none"))) 2928 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); 2929 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2930 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2932 }
2933#else
2934 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2935#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 2936
3187 /* Put a gravestone up where the character 'almost' died. List the 2937 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2938 * exp loss on the stone.
3189 */ 2939 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2940 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2941 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2942 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2943 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2944 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); 2945 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; 2946 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2947 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2949
3200 /**************************************/ 2950 /**************************************/
3201 /* */ 2951 /* */
3202 /* Subtract the experience points, */ 2952 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2953 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2954 /* food, and reset HP's... */
3205 /* */ 2955 /* */
3206
3207 /**************************************/ 2956 /**************************************/
3208 2957
3209 /* remove any poisoning and confusion the character may be suffering. */ 2958 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2959 /* restore player */
3211 at = archetype::find ("poisoning"); 2960 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2961 tmp = present_arch_in_ob (at, op);
2962
3213 if (tmp) 2963 if (tmp)
3214 { 2964 {
3215 remove_ob (tmp); 2965 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2967 }
3219 2968
3220 at = archetype::find ("confusion"); 2969 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2971 if (tmp)
3223 { 2972 {
3224 remove_ob (tmp); 2973 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2975 }
2976
3228 cure_disease (op, 0); /* remove any disease */ 2977 cure_disease (op, 0); /* remove any disease */
3229 2978
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2979 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2980 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2981 if (op->stats.food < 100)
3233 op->stats.food = 900; 2982 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2983 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2986
3238 /* 2987 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2988 * 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 2989 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2990 * in the map.
3242 */ 2991 */
3243 2992
3244 if (is_in_shop (op)) 2993 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2994 remove_unpaid_objects (op->inv, op);
3246 2995
3247 /****************************************/ 2996 /****************************************/
3248 /* */ 2997 /* */
3249 /* Move player to his current respawn- */ 2998 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2999 /* position (usually last savebed) */
3251 /* */ 3000 /* */
3252
3253 /****************************************/ 3001 /****************************************/
3254 3002
3255 enter_player_savebed (op); 3003 enter_player_savebed (op);
3256 3004
3257 /* Save the player before inserting the force to reduce 3005 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3006 * chance of abuse.
3259 */ 3007 */
3260 op->contr->braced = 0; 3008 op->contr->braced = 0;
3261 save_player (op, 1); 3009 op->contr->save ();
3262 3010
3263 /* it is possible that the player has blown something up 3011 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3012 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3013 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3014 * on the space that might harm the player.
3267 */ 3015 */
3268 will_kill_again = 0; 3016 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3017 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3018 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3019 will_kill_again |= tmp->attacktype;
3273 } 3020
3274 if (will_kill_again) 3021 if (will_kill_again)
3275 { 3022 {
3276 object *force; 3023 object *force;
3277 int at; 3024 int at;
3278 3025
3279 force = get_archetype (FORCE_NAME); 3026 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3027 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3028 force->speed = 0.1;
3282 force->speed_left = -5.0; 3029 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3030 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3031 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3032 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3033 force->resist[at] = 100;
3288 } 3034
3289 insert_ob_in_ob (force, op); 3035 insert_ob_in_ob (force, op);
3290 fix_player (op); 3036 op->update_stats ();
3291 3037
3292 } 3038 }
3293 3039
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3040 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} 3041}
3363
3364 3042
3365void 3043void
3366loot_object (object *op) 3044loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3045{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3046 object *tmp, *tmp2, *next;
3369 3047
3370 if (op->container) 3048 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3049 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3050
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3051 for (tmp = op->inv; tmp; tmp = next)
3376 { 3052 {
3377 next = tmp->below; 3053 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3054
3055 if (tmp->invisible)
3379 continue; 3056 continue;
3380 remove_ob (tmp); 3057
3058 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3059 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3060 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3061 { /* empty container to ground */
3384 loot_object (tmp); 3062 loot_object (tmp);
3385 } 3063 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3065 {
3388 if (tmp->nrof > 1) 3066 if (tmp->nrof > 1)
3389 { 3067 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3069 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3071 }
3394 else 3072 else
3395 free_object (tmp); 3073 tmp->destroy ();
3396 } 3074 }
3397 else 3075 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3076 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3077 }
3400} 3078}
3406 */ 3084 */
3407 3085
3408void 3086void
3409fix_weight (void) 3087fix_weight (void)
3410{ 3088{
3411 player *pl; 3089 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3090 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3092
3417 if (old == sum) 3093 if (old == sum)
3418 continue; 3094 continue;
3419 fix_player (pl->ob); 3095 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3096 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3097 }
3422} 3098}
3423 3099
3424void 3100void
3425fix_luck (void) 3101fix_luck (void)
3426{ 3102{
3427 player *pl; 3103 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3104 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3105 pl->ob->change_luck (0);
3432} 3106}
3433
3434 3107
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3108/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3109 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3110 * just treat this as any other spell casting object.
3438 */ 3111 */
3439
3440void 3112void
3441cast_dust (object *op, object *throw_ob, int dir) 3113cast_dust (object *op, object *throw_ob, int dir)
3442{ 3114{
3443 object *skop, *spob; 3115 object *skop, *spob;
3444 3116
3465 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3138 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3139
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3140 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3141
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3142 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3143}
3474 3144
3475void 3145void
3476make_visible (object *op) 3146make_visible (object *op)
3477{ 3147{
3491 object *tmp = NULL; 3161 object *tmp = NULL;
3492 3162
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3164 return 1;
3495 3165
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; 3166 return 0;
3502} 3167}
3503 3168
3504/* look at the surrounding terrain to determine 3169/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3170 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3285 if (mflags & P_OUT_OF_MAP)
3621 continue; 3286 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3287 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3288 continue;
3624 3289
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3290 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3291 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3292 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3293 return 1;
3629 else if (tmp->type == PLAYER) 3294 else if (tmp->type == PLAYER)
3630 { 3295 {
3684 3349
3685 /* only the viewable area the player sees is updated by LOS 3350 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3351 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3352 * for any meaningful values.
3688 */ 3353 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3357 return 1;
3693 op = op->more; 3358 op = op->more;
3694 } 3359 }
3695 return 0; 3360 return 0;
3696} 3361}
3882 { 3547 {
3883 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3549 object *skin;
3885 3550
3886 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3552 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); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3554 ;
3555
3888 if (skin == NULL) 3556 if (!skin)
3889 return; 3557 return;
3890 3558
3891 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3561 {

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