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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 1.69 by root, Tue Dec 26 17:39:30 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 ob->set_speed (ob->speed);
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 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 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));
334 379
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; 380 return pl;
354} 381}
355 382
356/* 383/*
357 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
367 { 394 {
368 if (at == NULL || at->next == NULL) 395 if (at == NULL || at->next == NULL)
369 at = first_archetype; 396 at = first_archetype;
370 else 397 else
371 at = at->next; 398 at = at->next;
399
372 if (at->clone.type == PLAYER) 400 if (at->clone.type == PLAYER)
373 return at; 401 return at;
402
374 if (at == start) 403 if (at == start)
375 { 404 {
376 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 406 exit (-1);
378 } 407 }
379 } 408 }
380} 409}
381 410
382
383object * 411object *
384get_nearest_player (object *mon) 412get_nearest_player (object *mon)
385{ 413{
386 object *op = NULL; 414 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 415 objectlink *ol;
389 unsigned lastdist; 416 unsigned lastdist;
390 rv_vector rv; 417 rv_vector rv;
391 418
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 451 {
425 op = ol->ob; 452 op = ol->ob;
426 lastdist = rv.distance; 453 lastdist = rv.distance;
427 } 454 }
428 } 455 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 456
430 { 457 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
435 { 460 {
436 op = pl->ob; 461 op = pl->ob;
437 lastdist = rv.distance; 462 lastdist = rv.distance;
438 } 463 }
439 } 464
440 }
441#if 0 465#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 467#endif
444 return op; 468 return op;
445} 469}
463 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 489 * is probably not a good thing.
466 */ 490 */
467#define MAX_SPACES 50 491#define MAX_SPACES 50
468
469 492
470/* 493/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 673 {
651 remove_ob (op); 674 op->destroy ();
652 free_object (op);
653 continue; 675 continue;
654 } 676 }
655 } 677 }
656 678
657 /* This really needs to be better - we should really give 679 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 690 if (tmp->type == op->type && tmp->name == op->name)
669 break; 691 break;
670 692
671 if (tmp) 693 if (tmp)
672 { 694 {
673 remove_ob (op); 695 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 697 continue;
677 } 698 }
699
678 if (op->nrof > 1) 700 if (op->nrof > 1)
679 op->nrof = 1; 701 op->nrof = 1;
680 } 702 }
681 703
682 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 718 }
697 if (op->type == SPELL) 719 if (op->type == SPELL)
698 { 720 {
699 remove_ob (op); 721 op->destroy ();
700 free_object (op);
701 continue; 722 continue;
702 } 723 }
703 else if (op->type == SKILL) 724 else if (op->type == SKILL)
704 { 725 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
715 link_player_skills (pl); 736 link_player_skills (pl);
716} 737}
717 738
718void 739void
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) 740get_party_password (object *op, partylist *party)
803{ 741{
804 if (party == NULL) 742 if (party == NULL)
805 { 743 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 745 return;
808 } 746 }
747
809 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 752}
814
815 753
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 755static int
818roll_stat (void) 756roll_stat (void)
819{ 757{
820 int a[4], i, j, k; 758 int a[4], i, j, k;
821 759
822 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 764 if (a[i] < k)
827 k = a[i], j = i; 765 k = a[i], j = i;
828 766
829 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 768 if (i != j)
832 k += a[i]; 769 k += a[i];
833 } 770
834 return k; 771 return k;
835} 772}
836 773
837void 774void
838roll_stats (object *op) 775object::roll_stats ()
839{ 776{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 777 int statsort [7];
843 778
844 do 779 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 } 780 {
855 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
856 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
857 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 790 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;
865 791
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]; 792 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
890 799
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; 800 stats.exp = 0;
902 op->stats.ac = 0; 801 stats.ac = 0;
903 802
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; 803 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
912 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
913} 815}
914 816
915void 817void
916Roll_Again (object *op) 818object::swap_stats (int a, int b)
917{ 819{
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); 820 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)); 821 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); 822 set_attr_value (&contr->orig_stats, b, tmp);
942 823
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; 824 stats.Str = contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
952 op->stats.ac = 0; 834 stats.ac = 0;
953 835
954 op->level = 1; 836 level = 1;
955 op->stats.exp = 0; 837 stats.exp = 0;
956 op->stats.ac = 0; 838 stats.ac = 0;
957 839
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; 840 stats.hp = stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
965 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
966 op->contr->orig_stats = op->stats; 850 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 { 851 }
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} 852}
1044 853
1045/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1049 * not the class. 858 * not the class.
1050 */ 859 */
1051
1052int 860int
1053key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1054{ 862{
1055 int tmp_loop; 863 int tmp_loop;
1056 864
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') 865 if (key == 'd' || key == 'D')
1064 { 866 {
1065 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1066 868
1067 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 870 esrv_new_player (op->contr, op->weight + op->carrying);
871
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 872 treasurelist *tl = find_treasurelist ("starting_wealth");
873 if (tl)
874 create_treasure (tl, op, 0, 0, 0);
1070 875
1071 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1073 878
1074 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1075 880
1076 if (op->msg) 881 if (op->msg)
1077 op->msg = NULL; 882 op->msg = NULL;
1078 883
1079 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1088 start_info (op); 893 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 896 link_player_skills (op);
1092 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1093 fix_player (op); 898 op->update_stats ();
1094 899
1095 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1096 * is one for this race 901 * is one for this race
1097 */ 902 */
1098 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1099 { 904 {
1100 object *tmp; 905 object *tmp;
1101 char mapname[MAX_BUF]; 906 char mapname[MAX_BUF];
1102 907
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 909 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 910 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 911 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 912 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 913 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1110 * default initial map */ 915 * default initial map */
1111 free_object (tmp); 916 tmp->destroy ();
1112 } 917 }
1113 else 918 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 920
1117 return 0; 921 return 0;
1118 } 922 }
1119 923
1120 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1125 while (!tmp_loop) 929 while (!tmp_loop)
1126 { 930 {
1127 shstr name = op->name; 931 shstr name = op->name;
1128 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1129 933
1130 remove_statbonus (op); 934 op->remove_statbonus ();
1131 remove_ob (op); 935 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 937 op->arch->clone.copy_to (op);
1134 op->instantiate (); 938 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 940 op->name = op->name_pl = name;
1137 op->x = x; 941 op->x = x;
1138 op->y = y; 942 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 946 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1144 } 948 }
1145 949
1146 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 952 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 955 op->stats.grace = 0;
1152 956
1153 if (op->msg) 957 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 959
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1158} 962}
1159 963
1160int 964int
1161key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1162{ 966{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 968 {
1167 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 971 return 1;
1170 } 972 }
1171 973
1172 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1174 978
1175 terminate_all_pets (op); 979 terminate_all_pets (op);
1176 leave_map (op); 980 leave_map (op);
1177 op->direction = 0; 981 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 983
1180 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1181 check_score (op); 985 check_score (op);
1182 op->contr->party = NULL; 986 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1185 988
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 990
1190 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 994 */
995 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 997
1196 { 998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1197 next = mp->next; 1000 next = mp->next;
1001
1198 if (!strncmp (mp->path, buf, strlen (buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 1003 delete_map (mp);
1200 } 1004 }
1201 1005
1202 delete_character (op->name, 1); 1006 delete_character (ob->name, 1);
1203 } 1007 ob->contr->destroy ();
1204 1008
1205 play_again (op);
1206 return 1; 1009 return 1;
1207} 1010}
1208 1011
1209void 1012void
1210flee_player (object *op) 1013flee_player (object *op)
1241 { 1044 {
1242 op->enemy = NULL; 1045 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1047 return;
1245 } 1048 }
1049
1246 get_rangevector (op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1247 1051
1248 dir = absdir (4 + rv.direction); 1052 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1053 for (diff = 0; diff < 3; diff++)
1250 { 1054 {
1251 int m = 1 - (RANDOM () & 2); 1055 int m = 1 - (RANDOM () & 2);
1252 1056
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1058 return;
1256 }
1257 } 1059 }
1060
1258 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1063 op->enemy = NULL;
1261} 1064}
1262 1065
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 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)))); 1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1153 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1154 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)))); 1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1157 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 } 1158 }
1159
1384 /* philosophy: 1160 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1161 * 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 1162 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1163 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1164 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1165 * example.
1390 * The drawback: right now it has no frontend, so you need to 1166 * 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 1167 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1168 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1202 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1203 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1204 if (tmp->type == FOOD)
1429 { 1205 {
1430 pick_up (op, tmp); 1206 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1207 continue;
1434 } 1208 }
1209
1435 if (op->contr->mode & PU_DRINK) 1210 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1212 {
1438 pick_up (op, tmp); 1213 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1214 continue;
1442 } 1215 }
1443 1216
1444 if (op->contr->mode & PU_POTION) 1217 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1218 if (tmp->type == POTION)
1446 { 1219 {
1447 pick_up (op, tmp); 1220 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1221 continue;
1451 } 1222 }
1452 1223
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1224 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1225 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1226 if (tmp->type == SPELLBOOK)
1456 { 1227 {
1457 pick_up (op, tmp); 1228 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1229 continue;
1461 } 1230 }
1231
1462 if (op->contr->mode & PU_SKILLSCROLL) 1232 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1233 if (tmp->type == SKILLSCROLL)
1464 { 1234 {
1465 pick_up (op, tmp); 1235 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1236 continue;
1469 } 1237 }
1238
1470 if (op->contr->mode & PU_READABLES) 1239 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1241 {
1473 pick_up (op, tmp); 1242 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1243 continue;
1477 } 1244 }
1478 1245
1479 /* wands/staves/rods/horns */ 1246 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1249 {
1483 pick_up (op, tmp); 1250 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1251 continue;
1487 } 1252 }
1488 1253
1489 /* pick up all magical items */ 1254 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1255 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1256 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1257 {
1493 pick_up (op, tmp); 1258 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1259 continue;
1497 } 1260 }
1498 1261
1499 if (op->contr->mode & PU_VALUABLES) 1262 if (op->contr->mode & PU_VALUABLES)
1500 { 1263 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1264 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1265 {
1503 pick_up (op, tmp); 1266 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1267 continue;
1507 } 1268 }
1508 } 1269 }
1509 1270
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1271 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1272 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1273 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1274 {
1514 pick_up (op, tmp); 1275 pick_up (op, tmp);
1276 continue;
1515 if (0) 1277 }
1516 fprintf (stderr, "JEWELS\n"); 1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1517 continue; 1284 continue;
1518 } 1285 }
1519 1286
1520 /* bows and arrows. Bows are good for selling! */ 1287 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1288 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1289 if (tmp->type == BOW)
1523 { 1290 {
1524 pick_up (op, tmp); 1291 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1292 continue;
1528 } 1293 }
1294
1529 if (op->contr->mode & PU_ARROW) 1295 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1296 if (tmp->type == ARROW)
1531 { 1297 {
1532 pick_up (op, tmp); 1298 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1299 continue;
1536 } 1300 }
1537 1301
1538 /* all kinds of armor etc. */ 1302 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1303 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1304 if (tmp->type == ARMOUR)
1541 { 1305 {
1542 pick_up (op, tmp); 1306 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1307 continue;
1546 } 1308 }
1309
1547 if (op->contr->mode & PU_HELMET) 1310 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1311 if (tmp->type == HELMET)
1549 { 1312 {
1550 pick_up (op, tmp); 1313 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1314 continue;
1554 } 1315 }
1316
1555 if (op->contr->mode & PU_SHIELD) 1317 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1318 if (tmp->type == SHIELD)
1557 { 1319 {
1558 pick_up (op, tmp); 1320 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1321 continue;
1562 } 1322 }
1323
1563 if (op->contr->mode & PU_BOOTS) 1324 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1325 if (tmp->type == BOOTS)
1565 { 1326 {
1566 pick_up (op, tmp); 1327 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1328 continue;
1570 } 1329 }
1330
1571 if (op->contr->mode & PU_GLOVES) 1331 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1332 if (tmp->type == GLOVES)
1573 { 1333 {
1574 pick_up (op, tmp); 1334 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1335 continue;
1578 } 1336 }
1337
1579 if (op->contr->mode & PU_CLOAK) 1338 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1339 if (tmp->type == CLOAK)
1581 { 1340 {
1582 pick_up (op, tmp); 1341 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1342 continue;
1586 } 1343 }
1587 1344
1588 /* hoping to catch throwing daggers here */ 1345 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1346 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1348 {
1592 pick_up (op, tmp); 1349 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1350 continue;
1596 } 1351 }
1597 1352
1598 /* careful: chairs and tables are weapons! */ 1353 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1354 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1357 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1360 {
1606 pick_up (op, tmp); 1361 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1362 continue;
1610 } 1363 }
1611 } 1364 }
1365
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1366 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1367 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1369 {
1616 pick_up (op, tmp); 1370 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1371 continue;
1620 } 1372 }
1621 } 1373 }
1622 } 1374 }
1623 1375
1624 /* misc stuff that's useful */ 1376 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1377 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1379 {
1628 pick_up (op, tmp); 1380 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1381 continue;
1632 } 1382 }
1633 1383
1634 /* any of the last 4 bits set means we use the ratio for value 1384 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1385 * pickups */
1657 continue; 1407 continue;
1658 } 1408 }
1659 } 1409 }
1660 } /* the new pickup model */ 1410 } /* the new pickup model */
1661 } 1411 }
1412
1662 return !stop; 1413 return !stop;
1663} 1414}
1664 1415
1665/* 1416/*
1666 * Find an arrow in the inventory and after that 1417 * Find an arrow in the inventory and after that
1843 if (!dir) 1594 if (!dir)
1844 { 1595 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1597 return 0;
1847 } 1598 }
1599
1848 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1601 bow = op->contr->ranges[range_bow];
1850 else 1602 else
1851 { 1603 {
1852 for (bow = op->inv; bow; bow = bow->below) 1604 for (bow = op->inv; bow; bow = bow->below)
1860 { 1612 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1614 return 0;
1863 } 1615 }
1864 } 1616 }
1617
1865 if (!bow->race || !bow->skill) 1618 if (!bow->race || !bow->skill)
1866 { 1619 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1621 return 0;
1869 } 1622 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1625
1873 /* penalize ROF for bestarrow */ 1626 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1876 if (bowspeed < 1) 1630 if (bowspeed < 1)
1877 bowspeed = 1; 1631 bowspeed = 1;
1878 1632
1879 if (arrow == NULL) 1633 if (arrow == NULL)
1880 { 1634 {
1886 else 1640 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1641 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1642 return 0;
1889 } 1643 }
1890 } 1644 }
1645
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1647 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1648 return 0;
1895 } 1649
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1650 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1651 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1653 return 0;
1900 } 1654 }
1901 1655
1902 /* this should not happen, but sometimes does */ 1656 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1657 if (arrow->nrof == 0)
1904 { 1658 {
1905 remove_ob (arrow); 1659 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1660 return 0;
1908 } 1661 }
1909 1662
1910 left = arrow; /* these are arrows left to the player */ 1663 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1664 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1665 if (!arrow)
1913 { 1666 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1668 return 0;
1916 } 1669 }
1917 set_owner (arrow, op); 1670
1671 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1672 arrow->skill = bow->skill;
1919 1673
1920 arrow->direction = dir; 1674 arrow->direction = dir;
1921 arrow->x = sx; 1675 arrow->x = sx;
1922 arrow->y = sy; 1676 arrow->y = sy;
1923 1677
1924 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1925 { 1679 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1681 op->update_stats ();
1928 } 1682 }
1929 1683
1930 SET_ANIMATION (arrow, arrow->direction); 1684 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1686 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1687 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1688 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1689 arrow->spellarg = strdup (arrow->slaying);
1936 1690
1937 /* Note that this was different for monsters - they got their level 1691 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1692 * added to the damage. I think the strength bonus is more proper.
1939 */ 1693 */
1940 1694
1942 1696
1943 /* update the speed */ 1697 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1698 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1699 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1700
1947 if (arrow->speed < 1.0) 1701 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1702 arrow->speed_left = 0;
1951 1703
1952 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1953 { 1705 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1716 }
1965 1717
1966 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1968 1720
1969 if (bow->slaying != NULL) 1721 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1722 arrow->slaying = bow->slaying;
1971 1723
1972 arrow->map = m; 1724 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2087 1839
2088 if (item->arch) 1840 if (item->arch)
2089 { 1841 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
2092 item->speed = 0; 1844 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1845 }
1846
2095 if ((tmp = is_player_inv (item))) 1847 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1849 }
2098 } 1850 }
2099 else if (item->type == ROD || item->type == HORN) 1851 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1852 drain_rod_charge (item);
2102 }
2103 } 1853 }
2104} 1854}
2105 1855
2106/* Received a fire command for the player - go and do it. 1856/* Received a fire command for the player - go and do it.
2107 */ 1857 */
2130 case range_misc: 1880 case range_misc:
2131 fire_misc_object (op, dir); 1881 fire_misc_object (op, dir);
2132 return; 1882 return;
2133 1883
2134 case range_golem: /* Control summoned monsters from scrolls */ 1884 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) 1885 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1886 {
2137 op->contr->ranges[range_golem] = NULL; 1887 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1888 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1889 }
2141 else 1890 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1891 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1892 return;
2144 1893
2251 * 0 otherwise 2000 * 0 otherwise
2252 */ 2001 */
2253static int 2002static int
2254player_attack_door (object *op, object *door) 2003player_attack_door (object *op, object *door)
2255{ 2004{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2005 /* 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 - 2006 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2007 * otherwise, we fall through to the rest of the code.
2260 */ 2008 */
2261 object *key = find_key (op, op, door); 2009 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2047 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2048 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2049 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2050 * going to try and move (not fire weapons).
2303 */ 2051 */
2304
2305void 2052void
2306move_player_attack (object *op, int dir) 2053move_player_attack (object *op, int dir)
2307{ 2054{
2308 object *tmp, *mon; 2055 object *tmp, *mon;
2309 sint16 nx, ny; 2056 sint16 nx, ny;
2311 maptile *m; 2058 maptile *m;
2312 2059
2313 nx = freearr_x[dir] + op->x; 2060 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2061 ny = freearr_y[dir] + op->y;
2315 2062
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2063 on_battleground = op_on_battleground (op, 0, 0);
2317 2064
2318 /* If braced, or can't move to the square, and it is not out of the 2065 /* 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 2066 * 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 2067 * 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 2068 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2080 return; /* Don't think this should happen */
2334 } 2081 }
2335 else 2082 else
2336 m = op->map; 2083 m = op->map;
2337 2084
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2085 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2086 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2087 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2088 return;
2342 } 2089 }
2343 2090
2344 mon = NULL; 2091 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2092 /* 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. 2093 * 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 2094 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2095 * on the space
2349 */ 2096 */
2350 while (tmp != NULL) 2097 while (tmp)
2351 { 2098 {
2352 if (tmp == op) 2099 if (tmp == op)
2353 { 2100 {
2354 tmp = tmp->above; 2101 tmp = tmp->above;
2355 continue; 2102 continue;
2365 mon = tmp; 2112 mon = tmp;
2366 2113
2367 tmp = tmp->above; 2114 tmp = tmp->above;
2368 } 2115 }
2369 2116
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2117 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2118 return; /* into a wall */
2372 2119
2373 if (mon->head != NULL) 2120 if (mon->head)
2374 mon = mon->head; 2121 mon = mon->head;
2375 2122
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2123 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2124 if (player_attack_door (op, mon))
2378 return; 2125 return;
2390 * player owns it and it is either friendly or unagressive. 2137 * player owns it and it is either friendly or unagressive.
2391 */ 2138 */
2392 if ((op->type == PLAYER) 2139 if ((op->type == PLAYER)
2393#if COZY_SERVER 2140#if COZY_SERVER
2394 && 2141 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2142 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2143 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2144#else
2398 && get_owner (mon) == op 2145 && mon->owner == op
2399#endif 2146#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2147 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2148 {
2402 /* If we're braced, we don't want to switch places with it */ 2149 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2150 if (op->contr->braced)
2415 * attack them either. 2162 * attack them either.
2416 */ 2163 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2164 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2165 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2166#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2167 (op->contr->peaceful
2421 || (mon->type == PLAYER 2168 || (mon->type == PLAYER
2422 && mon->contr-> 2169 && mon->contr->
2423 peaceful)) && 2170 peaceful)) &&
2424#else 2171#else
2425 op->contr->peaceful && 2172 op->contr->peaceful &&
2426#endif 2173#endif
2427 !on_battleground)) 2174 !on_battleground))
2428 { 2175 {
2429 if (!op->contr->braced) 2176 if (!op->contr->braced)
2430 { 2177 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2178 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2179 (void) push_ob (mon, dir, op);
2433 } 2180 }
2434 else 2181 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2182 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2183
2438 if (op->contr->tmp_invis || op->hide) 2184 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2185 make_visible (op);
2440 } 2186 }
2441 2187
2442 /* If the object is a boulder or other rollable object, then 2188 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2216 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2217
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2218 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2219 }
2474 2220
2475 skill_attack (mon, op, 0, NULL, NULL); 2221 skill_attack (mon, op, 0, 0, 0);
2476 2222
2477 /* If attacking another player, that player gets automatic 2223 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2224 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2225 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2226 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2228 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2229 {
2484 short luck = mon->stats.luck; 2230 short luck = mon->stats.luck;
2485 2231
2486 mon->contr->has_hit = 1; 2232 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2233 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2234 mon->stats.luck = luck;
2489 } 2235 }
2236
2490 if (action_makes_visible (op)) 2237 if (action_makes_visible (op))
2491 make_visible (op); 2238 make_visible (op);
2492 } 2239 }
2493 } /* if player should attack something */ 2240 } /* if player should attack something */
2494} 2241}
2529 2276
2530 /* Add special check for newcs players and fire on - this way, the 2277 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2278 * server can handle repeat firing.
2532 */ 2279 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2280 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2281 op->direction = dir;
2536 }
2537 else 2282 else
2538 {
2539 op->direction = 0; 2283 op->direction = 0;
2540 } 2284
2541 /* Update how the player looks. Use the facing, so direction may 2285 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2286 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2287 * for players.
2544 */ 2288 */
2545 animate_object (op, op->facing); 2289 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2334 /* 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 2335 * 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 2336 * 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. 2337 * put this in a a workaround to clean up the golem pointer.
2594 */ 2338 */
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))) 2339 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2340 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2341
2602 /* call this here - we also will call this in do_ericserver, but 2342 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2343 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2344 * called, so we recheck it here.
2605 */ 2345 */
2606 HandleClient (&op->contr->socket, op->contr); 2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2348 ;
2349
2607 if (op->speed_left < 0) 2350 if (op->speed_left < 0)
2608 return 0; 2351 return 0;
2609 2352
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2353 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2354 {
2620 if (op->speed_left > 0) 2363 if (op->speed_left > 0)
2621 return 1; 2364 return 1;
2622 else 2365 else
2623 return 0; 2366 return 0;
2624 } 2367 }
2368
2625 return 0; 2369 return 0;
2626} 2370}
2627 2371
2628int 2372int
2629save_life (object *op) 2373save_life (object *op)
2630{ 2374{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2375 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2376 return 0;
2635 2377
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2378 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2379 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2380 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2381 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)); 2382 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2383
2641 if (op->contr) 2384 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2385 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2386
2644 free_object (tmp); 2387 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2389
2646 if (op->stats.hp < 0) 2390 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2391 op->stats.hp = op->stats.maxhp;
2392
2648 if (op->stats.food < 0) 2393 if (op->stats.food < 0)
2649 op->stats.food = 999; 2394 op->stats.food = 999;
2650 fix_player (op); 2395
2396 op->update_stats ();
2651 return 1; 2397 return 1;
2652 } 2398 }
2399
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2400 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2401 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2402 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2403 return 0;
2657} 2404}
2671 next = op->below; /* Make sure we have a good value, in case 2418 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op' 2419 * we remove object 'op'
2673 */ 2420 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2421 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2422 {
2676 remove_ob (op); 2423 op->remove ();
2677 op->x = env->x; 2424 op->x = env->x;
2678 op->y = env->y; 2425 op->y = env->y;
2679 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2428 insert_ob_in_map (op, env->map, NULL, 0);
2682 } 2429 }
2683 else if (op->inv) 2430 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2431 remove_unpaid_objects (op->inv, env);
2432
2685 op = next; 2433 op = next;
2686 } 2434 }
2687} 2435}
2688
2689 2436
2690/* 2437/*
2691 * Returns pointer a static string containing gravestone text 2438 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2439 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2440 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2451 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2453 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2454 else
2708 sprintf (buf, "%s\n", &op->name); 2455 sprintf (buf, "%s\n", &op->name);
2456
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2458 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2459 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2460 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2461 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2462 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2463
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2465 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2466 if (op->type == PLAYER)
2718 { 2467 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2468 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2469 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2470 strcat (buf2, buf);
2722 } 2471 }
2472
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2473 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2474 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2475 strcat (buf2, buf);
2476
2726 return buf2; 2477 return buf2;
2727} 2478}
2728
2729
2730 2479
2731void 2480void
2732do_some_living (object *op) 2481do_some_living (object *op)
2733{ 2482{
2734 int last_food = op->stats.food; 2483 int last_food = op->stats.food;
2743 const int max_grace = 1; 2492 const int max_grace = 1;
2744 2493
2745 if (op->contr->outputs_sync) 2494 if (op->contr->outputs_sync)
2746 { 2495 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2496 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) 2497 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]); 2498 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2499 }
2751 2500
2752 if (op->contr->state == ST_PLAYING) 2501 if (op->contr->ns->state == ST_PLAYING)
2753 { 2502 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2503 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2504 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2505 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2506 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2507 else
2760 { 2508 {
2761 gen_hp = op->stats.maxhp; 2509 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2510 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2511 }
2512
2764 if (op->contr->gen_sp >= 0) 2513 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2514 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2515 else
2767 { 2516 {
2768 gen_sp = op->stats.maxsp; 2517 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2518 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2519 }
2520
2771 if (op->contr->gen_grace >= 0) 2521 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2522 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2523 else
2774 { 2524 {
2775 gen_grace = op->stats.maxgrace; 2525 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2543 op->stats.food = last_food;
2794 } 2544 }
2795 } 2545 }
2546
2796 if (max_sp > 1) 2547 if (max_sp > 1)
2797 { 2548 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2549 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2550 if (over_sp > 0)
2800 { 2551 {
2801 if (op->stats.sp < op->stats.maxsp) 2552 if (op->stats.sp < op->stats.maxsp)
2802 { 2553 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2554 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2555
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2556 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2557 op->stats.sp--;
2558
2806 if (op->stats.sp > op->stats.maxsp) 2559 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2560 op->stats.sp = op->stats.maxsp;
2808 } 2561 }
2809 op->last_sp = 0; 2562 op->last_sp = 0;
2810 } 2563 }
2811 else 2564 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2566 }
2816 else 2567 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2569 }
2821 2570
2822 /* Regenerate Grace */ 2571 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2572 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2573 if (--op->last_grace < 0)
2825 { 2574 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2575 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2576 op->stats.grace++; /* no penalty in food for regaining grace */
2577
2828 if (max_grace > 1) 2578 if (max_grace > 1)
2829 { 2579 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2580 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2581 if (over_grace > 0)
2832 { 2582 {
2860 op->stats.food += op->contr->digestion; 2610 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2611 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2612 op->stats.food = last_food;
2863 } 2613 }
2864 } 2614 }
2615
2865 if (max_hp > 1) 2616 if (max_hp > 1)
2866 { 2617 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2618 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2619 if (over_hp > 0)
2869 { 2620 {
2893 2644
2894 if (op->contr->gen_hp > 0) 2645 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2646 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2647 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2648 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2649
2898 /* dms do not consume food */ 2650 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2651 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2652 op->stats.food--;
2901 } 2653 }
2902 }
2903 2654
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2655 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2656 {
2906 object *tmp, *flesh = NULL; 2657 object *tmp, *flesh = 0;
2907 2658
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2659 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2660 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2661 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2662 {
2663 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2664 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2665 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2666 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2667 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2668 break;
2918 } 2669 }
2919 else if (tmp->type == FLESH) 2670 else if (tmp->type == FLESH)
2920 flesh = tmp; 2671 flesh = tmp;
2921 } /* End if paid for object */ 2672 } /* End if paid for object */
2922 } /* end of for loop */ 2673 } /* end of for loop */
2674
2923 /* If player is still starving, it means they don't have any food, so 2675 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2676 * eat flesh instead.
2925 */ 2677 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2678 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2679 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2680 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2681 manual_apply (op, flesh, 0);
2930 } 2682 }
2931 } /* end if player is starving */ 2683 }
2932 2684
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2685 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2686 op->stats.food++, op->stats.hp--;
2935 2687
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2688 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2689 kill_player (op);
2690 }
2938} 2691}
2939
2940
2941 2692
2942/* If the player should die (lack of hp, food, etc), we call this. 2693/* 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 2694 * 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 2695 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2696 * file.
2978 /* restore player */ 2729 /* restore player */
2979 at = archetype::find ("poisoning"); 2730 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2731 tmp = present_arch_in_ob (at, op);
2981 if (tmp) 2732 if (tmp)
2982 { 2733 {
2983 remove_ob (tmp); 2734 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2736 }
2987 2737
2988 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2739 tmp = present_arch_in_ob (at, op);
2990 if (tmp) 2740 if (tmp)
2991 { 2741 {
2992 remove_ob (tmp); 2742 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2744 }
2996 2745
2997 cure_disease (op, 0); /* remove any disease */ 2746 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2747 op->stats.hp = op->stats.maxhp;
3054 x = op->x; 2803 x = op->x;
3055 y = op->y; 2804 y = op->y;
3056 map = op->map; 2805 map = op->map;
3057 2806
3058 2807
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2808 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2809 * 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. 2810 * See the config.h file for a little more in depth detail about this.
3064 */ 2811 */
3065 2812
3066 /* Basically two ways to go - remove a stat permanently, or just 2813 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2814 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2815 * of death.
3069 */ 2816 */
3070#ifndef COZY_SERVER 2817#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2818 if (settings.balanced_stat_loss)
3072 { 2819 {
3073 /* If stat loss is permanent, lose one stat only. */ 2820 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2821 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2822 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2823 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2824 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2825 little bit harder. */
3079 /* GD */ 2826 /* GD */
3080 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2828 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2829 else
3086 { 2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 }
2832 else
2833 {
3087 num_stats_lose = 1; 2834 num_stats_lose = 1;
3088 } 2835 }
3089 lost_a_stat = 0; 2836 lost_a_stat = 0;
3090 2837
3091 for (z = 0; z < num_stats_lose; z++) 2838 for (z = 0; z < num_stats_lose; z++)
3092 { 2839 {
3093 i = RANDOM () % NUM_STATS; 2840 i = RANDOM () % NUM_STATS;
3094 2841
3095 if (settings.stat_loss_on_death) 2842 if (settings.stat_loss_on_death)
3096 { 2843 {
3097 /* Pick a random stat and take a point off it. Tell the player 2844 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2845 * what he lost.
3099 */ 2846 */
3100 change_attr_value (&(op->stats), i, -1); 2847 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2848 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2849 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2850 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2852 lost_a_stat = 1;
2853 }
2854 else
2855 {
2856 /* deplete a stat */
2857 archetype *deparch = archetype::find ("depletion");
2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2862 {
2863 dep = arch_to_object (deparch);
2864 insert_ob_in_ob (dep, op);
3106 } 2865 }
3107 else 2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
3108 { 2868 {
3109 /* deplete a stat */ 2869 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2870 /* Get the stat that we're about to deplete. */
3111 object *dep; 2871 this_stat = get_attr_value (&(dep->stats), i);
3112 2872 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2873 {
3116 dep = arch_to_object (deparch); 2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2875 int keep_chance = this_stat * this_stat;
3118 } 2876
3119 lose_this_stat = 1; 2877 /* 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) 2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2883 {
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; 2884 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2885 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2886 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 } 2887 }
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 */ 2888 else
3161 if (this_stat >= -50)
3162 { 2889 {
3163 change_attr_value (&(dep->stats), i, -1); 2890 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; 2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2895 }
3169 } 2896 }
3170 } 2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2902 /* We could try to do something clever like find another
2903 * stat to reduce if this fails. But chances are, if
2904 * stats have been depleted to -50, all are pretty low
2905 * and should be roughly the same, so it shouldn't make a
2906 * difference.
2907 */
2908 if (this_stat >= -50)
2909 {
2910 change_attr_value (&(dep->stats), i, -1);
2911 SET_FLAG (dep, FLAG_APPLIED);
2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2913 op->update_stats ();
2914 lost_a_stat = 1;
2915 }
3171 } 2916 }
2917 }
2918 }
3172 /* If no stat lost, tell the player. */ 2919 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2920 if (!lost_a_stat)
3174 { 2921 {
3175 /* determine_god() seems to not work sometimes... why is this? 2922 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2923 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2924 const char *god = determine_god (op);
3178 2925
3179 if (god && (strcmp (god, "none"))) 2926 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); 2927 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2928 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2930 }
2931#else
2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2933#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 2934
3187 /* Put a gravestone up where the character 'almost' died. List the 2935 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2936 * exp loss on the stone.
3189 */ 2937 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2938 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2939 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2940 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2941 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2942 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); 2943 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; 2944 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2945 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2946 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2947
3200 /**************************************/ 2948 /**************************************/
3201 /* */ 2949 /* */
3202 /* Subtract the experience points, */ 2950 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2951 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2952 /* food, and reset HP's... */
3205 /* */ 2953 /* */
3206
3207 /**************************************/ 2954 /**************************************/
3208 2955
3209 /* remove any poisoning and confusion the character may be suffering. */ 2956 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2957 /* restore player */
3211 at = archetype::find ("poisoning"); 2958 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2959 tmp = present_arch_in_ob (at, op);
2960
3213 if (tmp) 2961 if (tmp)
3214 { 2962 {
3215 remove_ob (tmp); 2963 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2965 }
3219 2966
3220 at = archetype::find ("confusion"); 2967 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2968 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2969 if (tmp)
3223 { 2970 {
3224 remove_ob (tmp); 2971 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2973 }
2974
3228 cure_disease (op, 0); /* remove any disease */ 2975 cure_disease (op, 0); /* remove any disease */
3229 2976
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2977 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2978 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2979 if (op->stats.food < 100)
3233 op->stats.food = 900; 2980 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2981 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2984
3238 /* 2985 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2986 * 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 2987 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2988 * in the map.
3242 */ 2989 */
3243 2990
3244 if (is_in_shop (op)) 2991 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2992 remove_unpaid_objects (op->inv, op);
3246 2993
3247 /****************************************/ 2994 /****************************************/
3248 /* */ 2995 /* */
3249 /* Move player to his current respawn- */ 2996 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2997 /* position (usually last savebed) */
3251 /* */ 2998 /* */
3252
3253 /****************************************/ 2999 /****************************************/
3254 3000
3255 enter_player_savebed (op); 3001 enter_player_savebed (op);
3256 3002
3257 /* Save the player before inserting the force to reduce 3003 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3004 * chance of abuse.
3259 */ 3005 */
3260 op->contr->braced = 0; 3006 op->contr->braced = 0;
3261 save_player (op, 1); 3007 op->contr->save ();
3262 3008
3263 /* it is possible that the player has blown something up 3009 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3010 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3011 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3012 * on the space that might harm the player.
3267 */ 3013 */
3268 will_kill_again = 0; 3014 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3016 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3017 will_kill_again |= tmp->attacktype;
3273 } 3018
3274 if (will_kill_again) 3019 if (will_kill_again)
3275 { 3020 {
3276 object *force; 3021 object *force;
3277 int at; 3022 int at;
3278 3023
3279 force = get_archetype (FORCE_NAME); 3024 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3025 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3026 force->speed = 0.1;
3282 force->speed_left = -5.0; 3027 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3028 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3029 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3030 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3031 force->resist[at] = 100;
3288 } 3032
3289 insert_ob_in_ob (force, op); 3033 insert_ob_in_ob (force, op);
3290 fix_player (op); 3034 op->update_stats ();
3291 3035
3292 } 3036 }
3293 3037
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3038 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} 3039}
3363
3364 3040
3365void 3041void
3366loot_object (object *op) 3042loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3043{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3044 object *tmp, *tmp2, *next;
3369 3045
3370 if (op->container) 3046 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3047 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3048
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3049 for (tmp = op->inv; tmp; tmp = next)
3376 { 3050 {
3377 next = tmp->below; 3051 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3052
3053 if (tmp->invisible)
3379 continue; 3054 continue;
3380 remove_ob (tmp); 3055
3056 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3057 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3058 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3059 { /* empty container to ground */
3384 loot_object (tmp); 3060 loot_object (tmp);
3385 } 3061 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3063 {
3388 if (tmp->nrof > 1) 3064 if (tmp->nrof > 1)
3389 { 3065 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3067 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3068 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3069 }
3394 else 3070 else
3395 free_object (tmp); 3071 tmp->destroy ();
3396 } 3072 }
3397 else 3073 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3074 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3075 }
3400} 3076}
3406 */ 3082 */
3407 3083
3408void 3084void
3409fix_weight (void) 3085fix_weight (void)
3410{ 3086{
3411 player *pl; 3087 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3088 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3090
3417 if (old == sum) 3091 if (old == sum)
3418 continue; 3092 continue;
3419 fix_player (pl->ob); 3093 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3095 }
3422} 3096}
3423 3097
3424void 3098void
3425fix_luck (void) 3099fix_luck (void)
3426{ 3100{
3427 player *pl; 3101 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3102 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3103 pl->ob->change_luck (0);
3432} 3104}
3433
3434 3105
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3106/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3107 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3108 * just treat this as any other spell casting object.
3438 */ 3109 */
3439
3440void 3110void
3441cast_dust (object *op, object *throw_ob, int dir) 3111cast_dust (object *op, object *throw_ob, int dir)
3442{ 3112{
3443 object *skop, *spob; 3113 object *skop, *spob;
3444 3114
3465 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3136 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3137
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3138 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3139
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3140 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3141}
3474 3142
3475void 3143void
3476make_visible (object *op) 3144make_visible (object *op)
3477{ 3145{
3491 object *tmp = NULL; 3159 object *tmp = NULL;
3492 3160
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3162 return 1;
3495 3163
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; 3164 return 0;
3502} 3165}
3503 3166
3504/* look at the surrounding terrain to determine 3167/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3168 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3283 if (mflags & P_OUT_OF_MAP)
3621 continue; 3284 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3285 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3286 continue;
3624 3287
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3288 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3289 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3290 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3291 return 1;
3629 else if (tmp->type == PLAYER) 3292 else if (tmp->type == PLAYER)
3630 { 3293 {
3684 3347
3685 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3349 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3350 * for any meaningful values.
3688 */ 3351 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3355 return 1;
3693 op = op->more; 3356 op = op->more;
3694 } 3357 }
3695 return 0; 3358 return 0;
3696} 3359}
3882 { 3545 {
3883 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3547 object *skin;
3885 3548
3886 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 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); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3552 ;
3553
3888 if (skin == NULL) 3554 if (!skin)
3889 return; 3555 return;
3890 3556
3891 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3559 {

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