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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 1.65 by root, Tue Dec 26 04:05:56 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 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
243 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 282 * we deal with that below this point.
245 */ 283 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 287
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
257 289
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; 290 gen_sp_armour = 10;
272 p->last_speed = -1; 291 last_speed = -1;
273 p->shoottype = range_none; 292 shoottype = range_none;
274 p->bowtype = bow_normal; 293 bowtype = bow_normal;
275 p->petmode = pet_normal; 294 petmode = pet_normal;
276 p->listening = 10; 295 listening = 10;
277 p->usekeys = containers; 296 usekeys = containers;
278 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 299 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);
288 300
289 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
292 * at zero. 304 * at zero.
293 */ 305 */
294 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 308
298 }
299 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 310 last_resist[i] = -1;
302 } 311
303 p->last_stats.exp = -1; 312 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 314}
310 315
311/* This loads the first map an puts the player on it. */ 316void
312static void 317player::do_destroy ()
313set_first_map (object *op)
314{ 318{
315 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
321/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
323 * mode. 365 * mode.
324 */ 366 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
330 371
331 p = get_player (NULL); 372 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));
334 373
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; 374 return pl;
354} 375}
355 376
356/* 377/*
357 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
367 { 388 {
368 if (at == NULL || at->next == NULL) 389 if (at == NULL || at->next == NULL)
369 at = first_archetype; 390 at = first_archetype;
370 else 391 else
371 at = at->next; 392 at = at->next;
393
372 if (at->clone.type == PLAYER) 394 if (at->clone.type == PLAYER)
373 return at; 395 return at;
396
374 if (at == start) 397 if (at == start)
375 { 398 {
376 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 400 exit (-1);
378 } 401 }
379 } 402 }
380} 403}
381 404
382
383object * 405object *
384get_nearest_player (object *mon) 406get_nearest_player (object *mon)
385{ 407{
386 object *op = NULL; 408 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 409 objectlink *ol;
389 unsigned lastdist; 410 unsigned lastdist;
390 rv_vector rv; 411 rv_vector rv;
391 412
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 445 {
425 op = ol->ob; 446 op = ol->ob;
426 lastdist = rv.distance; 447 lastdist = rv.distance;
427 } 448 }
428 } 449 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 450
430 { 451 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
435 { 454 {
436 op = pl->ob; 455 op = pl->ob;
437 lastdist = rv.distance; 456 lastdist = rv.distance;
438 } 457 }
439 } 458
440 }
441#if 0 459#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 461#endif
444 return op; 462 return op;
445} 463}
463 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 483 * is probably not a good thing.
466 */ 484 */
467#define MAX_SPACES 50 485#define MAX_SPACES 50
468
469 486
470/* 487/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 663 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 664 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 665 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 666 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 667 {
651 remove_ob (op); 668 op->destroy ();
652 free_object (op);
653 continue; 669 continue;
654 } 670 }
655 } 671 }
656 672
657 /* This really needs to be better - we should really give 673 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 684 if (tmp->type == op->type && tmp->name == op->name)
669 break; 685 break;
670 686
671 if (tmp) 687 if (tmp)
672 { 688 {
673 remove_ob (op); 689 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 691 continue;
677 } 692 }
693
678 if (op->nrof > 1) 694 if (op->nrof > 1)
679 op->nrof = 1; 695 op->nrof = 1;
680 } 696 }
681 697
682 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 710 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 711 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 712 }
697 if (op->type == SPELL) 713 if (op->type == SPELL)
698 { 714 {
699 remove_ob (op); 715 op->destroy ();
700 free_object (op);
701 continue; 716 continue;
702 } 717 }
703 else if (op->type == SKILL) 718 else if (op->type == SKILL)
704 { 719 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 720 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 729 /* Need to set up the skill pointers */
715 link_player_skills (pl); 730 link_player_skills (pl);
716} 731}
717 732
718void 733void
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) 734get_party_password (object *op, partylist *party)
803{ 735{
804 if (party == NULL) 736 if (party == NULL)
805 { 737 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 739 return;
808 } 740 }
741
809 op->contr->write_buf[0] = '\0'; 742 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 746}
814
815 747
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 749static int
818roll_stat (void) 750roll_stat (void)
819{ 751{
820 int a[4], i, j, k; 752 int a[4], i, j, k;
821 753
822 for (i = 0; i < 4; i++) 754 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 758 if (a[i] < k)
827 k = a[i], j = i; 759 k = a[i], j = i;
828 760
829 for (i = 0, k = 0; i < 4; i++) 761 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 762 if (i != j)
832 k += a[i]; 763 k += a[i];
833 } 764
834 return k; 765 return k;
835} 766}
836 767
837void 768void
838roll_stats (object *op) 769object::roll_stats ()
839{ 770{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 771 int statsort [7];
843 772
844 do 773 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 } 774 {
855 while (sum < 82 || sum > 116); 775 int sum = 0;
776 for (int i = 7; i--; )
777 sum += statsort [i] = roll_stat ();
856 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
857 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 784 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;
865 785
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]; 786 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
890 793
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; 794 stats.exp = 0;
902 op->stats.ac = 0; 795 stats.ac = 0;
903 796
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; 797 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 798 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
803 contr->levhp[1] = 9;
804 contr->levsp[1] = 6;
805 contr->levgrace[1] = 3;
806
912 op->contr->orig_stats = op->stats; 807 contr->orig_stats = stats;
808 }
913} 809}
914 810
915void 811void
916Roll_Again (object *op) 812object::swap_stats (int a, int b)
917{ 813{
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); 814 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)); 815 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); 816 set_attr_value (&contr->orig_stats, b, tmp);
942 817
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; 818 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 819 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 820 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 821 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 822 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 823 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 824 stats.Cha = contr->orig_stats.Cha;
825
826 //TODO: the following code looks so borked and should, at the very least,
827 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 828 stats.ac = 0;
953 829
954 op->level = 1; 830 level = 1;
955 op->stats.exp = 0; 831 stats.exp = 0;
956 op->stats.ac = 0; 832 stats.ac = 0;
957 833
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; 834 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 835 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 836 stats.grace = stats.maxgrace;
837
838 if (contr)
839 {
840 contr->levhp[1] = 9;
841 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3;
843
966 op->contr->orig_stats = op->stats; 844 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 { 845 }
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} 846}
1044 847
1045/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1049 * not the class. 852 * not the class.
1050 */ 853 */
1051
1052int 854int
1053key_change_class (object *op, char key) 855key_change_class (object *op, char key)
1054{ 856{
1055 int tmp_loop; 857 int tmp_loop;
1056 858
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') 859 if (key == 'd' || key == 'D')
1064 { 860 {
1065 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
1066 862
1067 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 864 esrv_new_player (op->contr, op->weight + op->carrying);
865
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 866 treasurelist *tl = find_treasurelist ("starting_wealth");
867 if (tl)
868 create_treasure (tl, op, 0, 0, 0);
1070 869
1071 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
1073 872
1074 op->contr->state = ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
1075 874
1076 if (op->msg) 875 if (op->msg)
1077 op->msg = NULL; 876 op->msg = NULL;
1078 877
1079 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
1088 start_info (op); 887 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 889 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 890 link_player_skills (op);
1092 esrv_send_inventory (op, op); 891 esrv_send_inventory (op, op);
1093 fix_player (op); 892 op->update_stats ();
1094 893
1095 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1096 * is one for this race 895 * is one for this race
1097 */ 896 */
1098 if (*first_map_ext_path) 897 if (*first_map_ext_path)
1099 { 898 {
1100 object *tmp; 899 object *tmp;
1101 char mapname[MAX_BUF]; 900 char mapname[MAX_BUF];
1102 901
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 903 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 904 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 905 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 906 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 907 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1110 * default initial map */ 909 * default initial map */
1111 free_object (tmp); 910 tmp->destroy ();
1112 } 911 }
1113 else 912 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 914
1117 return 0; 915 return 0;
1118 } 916 }
1119 917
1120 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1125 while (!tmp_loop) 923 while (!tmp_loop)
1126 { 924 {
1127 shstr name = op->name; 925 shstr name = op->name;
1128 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
1129 927
1130 remove_statbonus (op); 928 op->remove_statbonus ();
1131 remove_ob (op); 929 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 930 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 931 op->arch->clone.copy_to (op);
1134 op->instantiate (); 932 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 934 op->name = op->name_pl = name;
1137 op->x = x; 935 op->x = x;
1138 op->y = y; 936 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 938 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 939 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 940 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 941 tmp_loop = allowed_class (op);
1144 } 942 }
1145 943
1146 update_object (op, UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 945 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 946 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 949 op->stats.grace = 0;
1152 950
1153 if (op->msg) 951 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 953
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1158} 956}
1159 957
1160int 958int
1161key_confirm_quit (object *op, char key) 959key_confirm_quit (object *op, char key)
1162{ 960{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 962 {
1167 op->contr->state = ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 965 return 1;
1170 } 966 }
1171 967
1172 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 969 INVOKE_PLAYER (QUIT, op->contr);
970
971 op->contr->enable_save = false;
1174 972
1175 terminate_all_pets (op); 973 terminate_all_pets (op);
1176 leave_map (op); 974 leave_map (op);
1177 op->direction = 0; 975 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 977
1180 strcpy (op->contr->killer, "quit"); 978 strcpy (op->contr->killer, "quit");
1181 check_score (op); 979 check_score (op);
1182 op->contr->party = NULL; 980 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 981 op->contr->own_title[0] = '\0';
1185 982
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 983 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 984
1190 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 988 */
989 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 991
1196 { 992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1197 next = mp->next; 994 next = mp->next;
995
1198 if (!strncmp (mp->path, buf, strlen (buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 997 delete_map (mp);
1200 } 998 }
1201 999
1202 delete_character (op->name, 1); 1000 delete_character (ob->name, 1);
1203 } 1001 ob->contr->destroy ();
1204 1002
1205 play_again (op);
1206 return 1; 1003 return 1;
1207} 1004}
1208 1005
1209void 1006void
1210flee_player (object *op) 1007flee_player (object *op)
1241 { 1038 {
1242 op->enemy = NULL; 1039 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1041 return;
1245 } 1042 }
1043
1246 get_rangevector (op, op->enemy, &rv, 0); 1044 get_rangevector (op, op->enemy, &rv, 0);
1247 1045
1248 dir = absdir (4 + rv.direction); 1046 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1047 for (diff = 0; diff < 3; diff++)
1250 { 1048 {
1251 int m = 1 - (RANDOM () & 2); 1049 int m = 1 - (RANDOM () & 2);
1252 1050
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1051 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1052 return;
1256 }
1257 } 1053 }
1054
1258 /* Cornered, get rid of scared */ 1055 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1056 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1057 op->enemy = NULL;
1261} 1058}
1262 1059
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1145 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)))); 1146 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1147 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1148 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)))); 1149 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1151 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 } 1152 }
1153
1384 /* philosophy: 1154 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1155 * 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 1156 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1157 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1158 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1159 * example.
1390 * The drawback: right now it has no frontend, so you need to 1160 * 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 1161 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1162 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1196 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1197 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1198 if (tmp->type == FOOD)
1429 { 1199 {
1430 pick_up (op, tmp); 1200 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1201 continue;
1434 } 1202 }
1203
1435 if (op->contr->mode & PU_DRINK) 1204 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1205 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1206 {
1438 pick_up (op, tmp); 1207 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1208 continue;
1442 } 1209 }
1443 1210
1444 if (op->contr->mode & PU_POTION) 1211 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1212 if (tmp->type == POTION)
1446 { 1213 {
1447 pick_up (op, tmp); 1214 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1215 continue;
1451 } 1216 }
1452 1217
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1218 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1219 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1220 if (tmp->type == SPELLBOOK)
1456 { 1221 {
1457 pick_up (op, tmp); 1222 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1223 continue;
1461 } 1224 }
1225
1462 if (op->contr->mode & PU_SKILLSCROLL) 1226 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1227 if (tmp->type == SKILLSCROLL)
1464 { 1228 {
1465 pick_up (op, tmp); 1229 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1230 continue;
1469 } 1231 }
1232
1470 if (op->contr->mode & PU_READABLES) 1233 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1234 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1235 {
1473 pick_up (op, tmp); 1236 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1237 continue;
1477 } 1238 }
1478 1239
1479 /* wands/staves/rods/horns */ 1240 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1241 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1242 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1243 {
1483 pick_up (op, tmp); 1244 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1245 continue;
1487 } 1246 }
1488 1247
1489 /* pick up all magical items */ 1248 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1249 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1250 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1251 {
1493 pick_up (op, tmp); 1252 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1253 continue;
1497 } 1254 }
1498 1255
1499 if (op->contr->mode & PU_VALUABLES) 1256 if (op->contr->mode & PU_VALUABLES)
1500 { 1257 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1258 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1259 {
1503 pick_up (op, tmp); 1260 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1261 continue;
1507 } 1262 }
1508 } 1263 }
1509 1264
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1265 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1266 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1267 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1268 {
1514 pick_up (op, tmp); 1269 pick_up (op, tmp);
1270 continue;
1515 if (0) 1271 }
1516 fprintf (stderr, "JEWELS\n"); 1272
1273 /* we don't forget dragon food */
1274 if (op->contr->mode & PU_FLESH)
1275 if (tmp->type == FLESH)
1276 {
1277 pick_up (op, tmp);
1517 continue; 1278 continue;
1518 } 1279 }
1519 1280
1520 /* bows and arrows. Bows are good for selling! */ 1281 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1282 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1283 if (tmp->type == BOW)
1523 { 1284 {
1524 pick_up (op, tmp); 1285 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1286 continue;
1528 } 1287 }
1288
1529 if (op->contr->mode & PU_ARROW) 1289 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1290 if (tmp->type == ARROW)
1531 { 1291 {
1532 pick_up (op, tmp); 1292 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1293 continue;
1536 } 1294 }
1537 1295
1538 /* all kinds of armor etc. */ 1296 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1297 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1298 if (tmp->type == ARMOUR)
1541 { 1299 {
1542 pick_up (op, tmp); 1300 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1301 continue;
1546 } 1302 }
1303
1547 if (op->contr->mode & PU_HELMET) 1304 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1305 if (tmp->type == HELMET)
1549 { 1306 {
1550 pick_up (op, tmp); 1307 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1308 continue;
1554 } 1309 }
1310
1555 if (op->contr->mode & PU_SHIELD) 1311 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1312 if (tmp->type == SHIELD)
1557 { 1313 {
1558 pick_up (op, tmp); 1314 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1315 continue;
1562 } 1316 }
1317
1563 if (op->contr->mode & PU_BOOTS) 1318 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1319 if (tmp->type == BOOTS)
1565 { 1320 {
1566 pick_up (op, tmp); 1321 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1322 continue;
1570 } 1323 }
1324
1571 if (op->contr->mode & PU_GLOVES) 1325 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1326 if (tmp->type == GLOVES)
1573 { 1327 {
1574 pick_up (op, tmp); 1328 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1329 continue;
1578 } 1330 }
1331
1579 if (op->contr->mode & PU_CLOAK) 1332 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1333 if (tmp->type == CLOAK)
1581 { 1334 {
1582 pick_up (op, tmp); 1335 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1336 continue;
1586 } 1337 }
1587 1338
1588 /* hoping to catch throwing daggers here */ 1339 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1340 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1341 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1342 {
1592 pick_up (op, tmp); 1343 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1344 continue;
1596 } 1345 }
1597 1346
1598 /* careful: chairs and tables are weapons! */ 1347 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1348 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1351 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1352 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1353 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1354 {
1606 pick_up (op, tmp); 1355 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1356 continue;
1610 } 1357 }
1611 } 1358 }
1359
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1360 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1361 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1362 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1363 {
1616 pick_up (op, tmp); 1364 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1365 continue;
1620 } 1366 }
1621 } 1367 }
1622 } 1368 }
1623 1369
1624 /* misc stuff that's useful */ 1370 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1371 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1372 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1373 {
1628 pick_up (op, tmp); 1374 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1375 continue;
1632 } 1376 }
1633 1377
1634 /* any of the last 4 bits set means we use the ratio for value 1378 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1379 * pickups */
1657 continue; 1401 continue;
1658 } 1402 }
1659 } 1403 }
1660 } /* the new pickup model */ 1404 } /* the new pickup model */
1661 } 1405 }
1406
1662 return !stop; 1407 return !stop;
1663} 1408}
1664 1409
1665/* 1410/*
1666 * Find an arrow in the inventory and after that 1411 * Find an arrow in the inventory and after that
1843 if (!dir) 1588 if (!dir)
1844 { 1589 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1591 return 0;
1847 } 1592 }
1593
1848 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1595 bow = op->contr->ranges[range_bow];
1850 else 1596 else
1851 { 1597 {
1852 for (bow = op->inv; bow; bow = bow->below) 1598 for (bow = op->inv; bow; bow = bow->below)
1860 { 1606 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1608 return 0;
1863 } 1609 }
1864 } 1610 }
1611
1865 if (!bow->race || !bow->skill) 1612 if (!bow->race || !bow->skill)
1866 { 1613 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1615 return 0;
1869 } 1616 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1619
1873 /* penalize ROF for bestarrow */ 1620 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1876 if (bowspeed < 1) 1624 if (bowspeed < 1)
1877 bowspeed = 1; 1625 bowspeed = 1;
1878 1626
1879 if (arrow == NULL) 1627 if (arrow == NULL)
1880 { 1628 {
1886 else 1634 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1635 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1636 return 0;
1889 } 1637 }
1890 } 1638 }
1639
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1641 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1642 return 0;
1895 } 1643
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1644 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1645 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1647 return 0;
1900 } 1648 }
1901 1649
1902 /* this should not happen, but sometimes does */ 1650 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1651 if (arrow->nrof == 0)
1904 { 1652 {
1905 remove_ob (arrow); 1653 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1654 return 0;
1908 } 1655 }
1909 1656
1910 left = arrow; /* these are arrows left to the player */ 1657 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1658 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1659 if (!arrow)
1913 { 1660 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1661 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1662 return 0;
1916 } 1663 }
1917 set_owner (arrow, op); 1664
1665 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1666 arrow->skill = bow->skill;
1919 1667
1920 arrow->direction = dir; 1668 arrow->direction = dir;
1921 arrow->x = sx; 1669 arrow->x = sx;
1922 arrow->y = sy; 1670 arrow->y = sy;
1923 1671
1924 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1925 { 1673 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1675 op->update_stats ();
1928 } 1676 }
1929 1677
1930 SET_ANIMATION (arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1681 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1682 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1683 arrow->spellarg = strdup (arrow->slaying);
1936 1684
1937 /* Note that this was different for monsters - they got their level 1685 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1686 * added to the damage. I think the strength bonus is more proper.
1939 */ 1687 */
1940 1688
1964 } 1712 }
1965 1713
1966 if (arrow->attacktype == AT_PHYSICAL) 1714 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1715 arrow->attacktype |= bow->attacktype;
1968 1716
1969 if (bow->slaying != NULL) 1717 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1718 arrow->slaying = bow->slaying;
1971 1719
1972 arrow->map = m; 1720 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
2092 item->speed = 0; 1840 item->speed = 0;
2093 update_ob_speed (item); 1841 update_ob_speed (item);
2094 } 1842 }
2095 if ((tmp = is_player_inv (item))) 1843 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1845 }
2098 } 1846 }
2099 else if (item->type == ROD || item->type == HORN) 1847 else if (item->type == ROD || item->type == HORN)
2100 { 1848 {
2130 case range_misc: 1878 case range_misc:
2131 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2132 return; 1880 return;
2133 1881
2134 case range_golem: /* Control summoned monsters from scrolls */ 1882 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) 1883 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1884 {
2137 op->contr->ranges[range_golem] = NULL; 1885 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1886 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1887 }
2141 else 1888 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1889 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1890 return;
2144 1891
2251 * 0 otherwise 1998 * 0 otherwise
2252 */ 1999 */
2253static int 2000static int
2254player_attack_door (object *op, object *door) 2001player_attack_door (object *op, object *door)
2255{ 2002{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2003 /* 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 - 2004 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2005 * otherwise, we fall through to the rest of the code.
2260 */ 2006 */
2261 object *key = find_key (op, op, door); 2007 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2045 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2046 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2047 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2048 * going to try and move (not fire weapons).
2303 */ 2049 */
2304
2305void 2050void
2306move_player_attack (object *op, int dir) 2051move_player_attack (object *op, int dir)
2307{ 2052{
2308 object *tmp, *mon; 2053 object *tmp, *mon;
2309 sint16 nx, ny; 2054 sint16 nx, ny;
2311 maptile *m; 2056 maptile *m;
2312 2057
2313 nx = freearr_x[dir] + op->x; 2058 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2059 ny = freearr_y[dir] + op->y;
2315 2060
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2061 on_battleground = op_on_battleground (op, 0, 0);
2317 2062
2318 /* If braced, or can't move to the square, and it is not out of the 2063 /* 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 2064 * 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 2065 * 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 2066 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2078 return; /* Don't think this should happen */
2334 } 2079 }
2335 else 2080 else
2336 m = op->map; 2081 m = op->map;
2337 2082
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2084 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2086 return;
2342 } 2087 }
2343 2088
2344 mon = NULL; 2089 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2090 /* 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. 2091 * 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 2092 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2093 * on the space
2349 */ 2094 */
2350 while (tmp != NULL) 2095 while (tmp)
2351 { 2096 {
2352 if (tmp == op) 2097 if (tmp == op)
2353 { 2098 {
2354 tmp = tmp->above; 2099 tmp = tmp->above;
2355 continue; 2100 continue;
2365 mon = tmp; 2110 mon = tmp;
2366 2111
2367 tmp = tmp->above; 2112 tmp = tmp->above;
2368 } 2113 }
2369 2114
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2115 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2116 return; /* into a wall */
2372 2117
2373 if (mon->head != NULL) 2118 if (mon->head)
2374 mon = mon->head; 2119 mon = mon->head;
2375 2120
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2121 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2122 if (player_attack_door (op, mon))
2378 return; 2123 return;
2390 * player owns it and it is either friendly or unagressive. 2135 * player owns it and it is either friendly or unagressive.
2391 */ 2136 */
2392 if ((op->type == PLAYER) 2137 if ((op->type == PLAYER)
2393#if COZY_SERVER 2138#if COZY_SERVER
2394 && 2139 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2140 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2141 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2142#else
2398 && get_owner (mon) == op 2143 && mon->owner == op
2399#endif 2144#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2145 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2146 {
2402 /* If we're braced, we don't want to switch places with it */ 2147 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2148 if (op->contr->braced)
2415 * attack them either. 2160 * attack them either.
2416 */ 2161 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2162 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2163 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2164#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2165 (op->contr->peaceful
2421 || (mon->type == PLAYER 2166 || (mon->type == PLAYER
2422 && mon->contr-> 2167 && mon->contr->
2423 peaceful)) && 2168 peaceful)) &&
2424#else 2169#else
2425 op->contr->peaceful && 2170 op->contr->peaceful &&
2426#endif 2171#endif
2427 !on_battleground)) 2172 !on_battleground))
2428 { 2173 {
2429 if (!op->contr->braced) 2174 if (!op->contr->braced)
2430 { 2175 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2176 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2177 (void) push_ob (mon, dir, op);
2433 } 2178 }
2434 else 2179 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2180 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2181
2438 if (op->contr->tmp_invis || op->hide) 2182 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2183 make_visible (op);
2440 } 2184 }
2441 2185
2442 /* If the object is a boulder or other rollable object, then 2186 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2214 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2215
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2217 }
2474 2218
2475 skill_attack (mon, op, 0, NULL, NULL); 2219 skill_attack (mon, op, 0, 0, 0);
2476 2220
2477 /* If attacking another player, that player gets automatic 2221 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2222 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2223 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2224 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2226 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2227 {
2484 short luck = mon->stats.luck; 2228 short luck = mon->stats.luck;
2485 2229
2486 mon->contr->has_hit = 1; 2230 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2231 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2232 mon->stats.luck = luck;
2489 } 2233 }
2234
2490 if (action_makes_visible (op)) 2235 if (action_makes_visible (op))
2491 make_visible (op); 2236 make_visible (op);
2492 } 2237 }
2493 } /* if player should attack something */ 2238 } /* if player should attack something */
2494} 2239}
2529 2274
2530 /* Add special check for newcs players and fire on - this way, the 2275 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2276 * server can handle repeat firing.
2532 */ 2277 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2278 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2279 op->direction = dir;
2536 }
2537 else 2280 else
2538 {
2539 op->direction = 0; 2281 op->direction = 0;
2540 } 2282
2541 /* Update how the player looks. Use the facing, so direction may 2283 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2284 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2285 * for players.
2544 */ 2286 */
2545 animate_object (op, op->facing); 2287 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2332 /* 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 2333 * 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 2334 * 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. 2335 * put this in a a workaround to clean up the golem pointer.
2594 */ 2336 */
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))) 2337 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2338 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2339
2602 /* call this here - we also will call this in do_ericserver, but 2340 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2341 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2342 * called, so we recheck it here.
2605 */ 2343 */
2606 HandleClient (&op->contr->socket, op->contr); 2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2346 ;
2347
2607 if (op->speed_left < 0) 2348 if (op->speed_left < 0)
2608 return 0; 2349 return 0;
2609 2350
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2351 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2352 {
2620 if (op->speed_left > 0) 2361 if (op->speed_left > 0)
2621 return 1; 2362 return 1;
2622 else 2363 else
2623 return 0; 2364 return 0;
2624 } 2365 }
2366
2625 return 0; 2367 return 0;
2626} 2368}
2627 2369
2628int 2370int
2629save_life (object *op) 2371save_life (object *op)
2630{ 2372{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2373 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2374 return 0;
2635 2375
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2376 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2377 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2378 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2379 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)); 2380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2381
2641 if (op->contr) 2382 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2383 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2384
2644 free_object (tmp); 2385 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2386 CLEAR_FLAG (op, FLAG_LIFESAVE);
2387
2646 if (op->stats.hp < 0) 2388 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2389 op->stats.hp = op->stats.maxhp;
2390
2648 if (op->stats.food < 0) 2391 if (op->stats.food < 0)
2649 op->stats.food = 999; 2392 op->stats.food = 999;
2650 fix_player (op); 2393
2394 op->update_stats ();
2651 return 1; 2395 return 1;
2652 } 2396 }
2397
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2398 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2400 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2401 return 0;
2657} 2402}
2671 next = op->below; /* Make sure we have a good value, in case 2416 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2417 * we remove object 'op'
2673 */ 2418 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2419 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2420 {
2676 remove_ob (op); 2421 op->remove ();
2677 op->x = env->x; 2422 op->x = env->x;
2678 op->y = env->y; 2423 op->y = env->y;
2679 if (env->type == PLAYER) 2424 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2425 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2426 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2427 }
2683 else if (op->inv) 2428 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2429 remove_unpaid_objects (op->inv, env);
2430
2685 op = next; 2431 op = next;
2686 } 2432 }
2687} 2433}
2688
2689 2434
2690/* 2435/*
2691 * Returns pointer a static string containing gravestone text 2436 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2437 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2438 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2449 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2450 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2451 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2452 else
2708 sprintf (buf, "%s\n", &op->name); 2453 sprintf (buf, "%s\n", &op->name);
2454
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2455 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2456 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2458 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2459 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2460 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2463 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2718 { 2465 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2466 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2467 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2468 strcat (buf2, buf);
2722 } 2469 }
2470
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2471 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2472 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2473 strcat (buf2, buf);
2474
2726 return buf2; 2475 return buf2;
2727} 2476}
2728
2729
2730 2477
2731void 2478void
2732do_some_living (object *op) 2479do_some_living (object *op)
2733{ 2480{
2734 int last_food = op->stats.food; 2481 int last_food = op->stats.food;
2743 const int max_grace = 1; 2490 const int max_grace = 1;
2744 2491
2745 if (op->contr->outputs_sync) 2492 if (op->contr->outputs_sync)
2746 { 2493 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2494 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) 2495 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]); 2496 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2497 }
2751 2498
2752 if (op->contr->state == ST_PLAYING) 2499 if (op->contr->ns->state == ST_PLAYING)
2753 { 2500 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2501 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2502 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2503 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2504 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2505 else
2760 { 2506 {
2761 gen_hp = op->stats.maxhp; 2507 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2508 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2509 }
2510
2764 if (op->contr->gen_sp >= 0) 2511 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2512 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2513 else
2767 { 2514 {
2768 gen_sp = op->stats.maxsp; 2515 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2516 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2517 }
2518
2771 if (op->contr->gen_grace >= 0) 2519 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2520 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2521 else
2774 { 2522 {
2775 gen_grace = op->stats.maxgrace; 2523 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2539 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2540 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2541 op->stats.food = last_food;
2794 } 2542 }
2795 } 2543 }
2544
2796 if (max_sp > 1) 2545 if (max_sp > 1)
2797 { 2546 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2547 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2548 if (over_sp > 0)
2800 { 2549 {
2801 if (op->stats.sp < op->stats.maxsp) 2550 if (op->stats.sp < op->stats.maxsp)
2802 { 2551 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2552 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2554 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2555 op->stats.sp--;
2556
2806 if (op->stats.sp > op->stats.maxsp) 2557 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2558 op->stats.sp = op->stats.maxsp;
2808 } 2559 }
2809 op->last_sp = 0; 2560 op->last_sp = 0;
2810 } 2561 }
2811 else 2562 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2563 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2564 }
2816 else 2565 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2567 }
2821 2568
2822 /* Regenerate Grace */ 2569 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2570 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2571 if (--op->last_grace < 0)
2825 { 2572 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2573 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2574 op->stats.grace++; /* no penalty in food for regaining grace */
2575
2828 if (max_grace > 1) 2576 if (max_grace > 1)
2829 { 2577 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2578 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2579 if (over_grace > 0)
2832 { 2580 {
2860 op->stats.food += op->contr->digestion; 2608 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2609 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2610 op->stats.food = last_food;
2863 } 2611 }
2864 } 2612 }
2613
2865 if (max_hp > 1) 2614 if (max_hp > 1)
2866 { 2615 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2616 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2617 if (over_hp > 0)
2869 { 2618 {
2893 2642
2894 if (op->contr->gen_hp > 0) 2643 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2644 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2645 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647
2898 /* dms do not consume food */ 2648 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2649 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2650 op->stats.food--;
2901 } 2651 }
2902 }
2903 2652
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2653 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2654 {
2906 object *tmp, *flesh = NULL; 2655 object *tmp, *flesh = 0;
2907 2656
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2657 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2658 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2659 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2660 {
2661 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2662 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2663 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2664 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2665 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2666 break;
2918 } 2667 }
2919 else if (tmp->type == FLESH) 2668 else if (tmp->type == FLESH)
2920 flesh = tmp; 2669 flesh = tmp;
2921 } /* End if paid for object */ 2670 } /* End if paid for object */
2922 } /* end of for loop */ 2671 } /* end of for loop */
2672
2923 /* If player is still starving, it means they don't have any food, so 2673 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2674 * eat flesh instead.
2925 */ 2675 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2676 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2677 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2679 manual_apply (op, flesh, 0);
2930 } 2680 }
2931 } /* end if player is starving */ 2681 }
2932 2682
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2683 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2684 op->stats.food++, op->stats.hp--;
2935 2685
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2686 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2687 kill_player (op);
2688 }
2938} 2689}
2939
2940
2941 2690
2942/* If the player should die (lack of hp, food, etc), we call this. 2691/* 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 2692 * 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 2693 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2694 * file.
2978 /* restore player */ 2727 /* restore player */
2979 at = archetype::find ("poisoning"); 2728 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2729 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2730 if (tmp)
2982 { 2731 {
2983 remove_ob (tmp); 2732 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2734 }
2987 2735
2988 at = archetype::find ("confusion"); 2736 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2737 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2738 if (tmp)
2991 { 2739 {
2992 remove_ob (tmp); 2740 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2742 }
2996 2743
2997 cure_disease (op, 0); /* remove any disease */ 2744 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2745 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2801 x = op->x;
3055 y = op->y; 2802 y = op->y;
3056 map = op->map; 2803 map = op->map;
3057 2804
3058 2805
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2806 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2807 * 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. 2808 * See the config.h file for a little more in depth detail about this.
3064 */ 2809 */
3065 2810
3066 /* Basically two ways to go - remove a stat permanently, or just 2811 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2812 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2813 * of death.
3069 */ 2814 */
3070#ifndef COZY_SERVER 2815#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2816 if (settings.balanced_stat_loss)
3072 { 2817 {
3073 /* If stat loss is permanent, lose one stat only. */ 2818 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2819 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2820 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2821 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2822 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2823 little bit harder. */
3079 /* GD */ 2824 /* GD */
3080 if (settings.stat_loss_on_death) 2825 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2826 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2827 else
3086 { 2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829 }
2830 else
2831 {
3087 num_stats_lose = 1; 2832 num_stats_lose = 1;
3088 } 2833 }
3089 lost_a_stat = 0; 2834 lost_a_stat = 0;
3090 2835
3091 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3092 { 2837 {
3093 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3094 2839
3095 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3096 { 2841 {
3097 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2843 * what he lost.
3099 */ 2844 */
3100 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3106 } 2863 }
3107 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3108 { 2866 {
3109 /* deplete a stat */ 2867 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3111 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3112 2870 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2871 {
3116 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3118 } 2874
3119 lose_this_stat = 1; 2875 /* 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) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2881 {
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; 2882 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2884 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 } 2885 }
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 */ 2886 else
3161 if (this_stat >= -50)
3162 { 2887 {
3163 change_attr_value (&(dep->stats), i, -1); 2888 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; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2893 }
3169 } 2894 }
3170 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3171 } 2914 }
2915 }
2916 }
3172 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2918 if (!lost_a_stat)
3174 { 2919 {
3175 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3178 2923
3179 if (god && (strcmp (god, "none"))) 2924 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); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2926 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2928 }
2929#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2931#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 2932
3187 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2934 * exp loss on the stone.
3189 */ 2935 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2938 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2940 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); 2941 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; 2942 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2945
3200 /**************************************/ 2946 /**************************************/
3201 /* */ 2947 /* */
3202 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3205 /* */ 2951 /* */
3206
3207 /**************************************/ 2952 /**************************************/
3208 2953
3209 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2955 /* restore player */
3211 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
2958
3213 if (tmp) 2959 if (tmp)
3214 { 2960 {
3215 remove_ob (tmp); 2961 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2963 }
3219 2964
3220 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2967 if (tmp)
3223 { 2968 {
3224 remove_ob (tmp); 2969 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2971 }
2972
3228 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3229 2974
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3233 op->stats.food = 900; 2978 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2982
3238 /* 2983 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2984 * 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 2985 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2986 * in the map.
3242 */ 2987 */
3243 2988
3244 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3246 2991
3247 /****************************************/ 2992 /****************************************/
3248 /* */ 2993 /* */
3249 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3251 /* */ 2996 /* */
3252
3253 /****************************************/ 2997 /****************************************/
3254 2998
3255 enter_player_savebed (op); 2999 enter_player_savebed (op);
3256 3000
3257 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3002 * chance of abuse.
3259 */ 3003 */
3260 op->contr->braced = 0; 3004 op->contr->braced = 0;
3261 save_player (op, 1); 3005 op->contr->save ();
3262 3006
3263 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3010 * on the space that might harm the player.
3267 */ 3011 */
3268 will_kill_again = 0; 3012 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3273 } 3016
3274 if (will_kill_again) 3017 if (will_kill_again)
3275 { 3018 {
3276 object *force; 3019 object *force;
3277 int at; 3020 int at;
3278 3021
3279 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3024 force->speed = 0.1;
3282 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3029 force->resist[at] = 100;
3288 } 3030
3289 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3290 fix_player (op); 3032 op->update_stats ();
3291 3033
3292 } 3034 }
3293 3035
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 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} 3037}
3363
3364 3038
3365void 3039void
3366loot_object (object *op) 3040loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3369 3043
3370 if (op->container) 3044 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3046
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3376 { 3048 {
3377 next = tmp->below; 3049 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3050
3051 if (tmp->invisible)
3379 continue; 3052 continue;
3380 remove_ob (tmp); 3053
3054 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3057 { /* empty container to ground */
3384 loot_object (tmp); 3058 loot_object (tmp);
3385 } 3059 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3061 {
3388 if (tmp->nrof > 1) 3062 if (tmp->nrof > 1)
3389 { 3063 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3065 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3066 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3067 }
3394 else 3068 else
3395 free_object (tmp); 3069 tmp->destroy ();
3396 } 3070 }
3397 else 3071 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3073 }
3400} 3074}
3406 */ 3080 */
3407 3081
3408void 3082void
3409fix_weight (void) 3083fix_weight (void)
3410{ 3084{
3411 player *pl; 3085 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3086 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3088
3417 if (old == sum) 3089 if (old == sum)
3418 continue; 3090 continue;
3419 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3093 }
3422} 3094}
3423 3095
3424void 3096void
3425fix_luck (void) 3097fix_luck (void)
3426{ 3098{
3427 player *pl; 3099 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3432} 3102}
3433
3434 3103
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3438 */ 3107 */
3439
3440void 3108void
3441cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3442{ 3110{
3443 object *skop, *spob; 3111 object *skop, *spob;
3444 3112
3465 if (op->type == PLAYER) 3133 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3134 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3135
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3136 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3137
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3138 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3139}
3474 3140
3475void 3141void
3476make_visible (object *op) 3142make_visible (object *op)
3477{ 3143{
3491 object *tmp = NULL; 3157 object *tmp = NULL;
3492 3158
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3160 return 1;
3495 3161
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; 3162 return 0;
3502} 3163}
3503 3164
3504/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3281 if (mflags & P_OUT_OF_MAP)
3621 continue; 3282 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3284 continue;
3624 3285
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3287 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3289 return 1;
3629 else if (tmp->type == PLAYER) 3290 else if (tmp->type == PLAYER)
3630 { 3291 {
3684 3345
3685 /* only the viewable area the player sees is updated by LOS 3346 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3347 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3348 * for any meaningful values.
3688 */ 3349 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3350 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3351 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3352 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3353 return 1;
3693 op = op->more; 3354 op = op->more;
3694 } 3355 }
3695 return 0; 3356 return 0;
3696} 3357}
3882 { 3543 {
3883 /* forces in the treasurelist can alter the player's stats */ 3544 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3545 object *skin;
3885 3546
3886 /* first get the dragon skin force */ 3547 /* first get the dragon skin force */
3548 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); 3549 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3550 ;
3551
3888 if (skin == NULL) 3552 if (!skin)
3889 return; 3553 return;
3890 3554
3891 /* adding new spellpath attunements */ 3555 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3556 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3557 {

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