ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.73 by root, Wed Dec 27 18:09:49 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192 166 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 171void
202 */ 172player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 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
235 esrv_new_player (this, ob->weight + ob->carrying);
236
237 ob->update_stats ();
238 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0);
242
243 enter_exit (ob, 0);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 //TODO: don't be so harsh and destroy :)
255 if (ns)
256 {
257 if (enable_save)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259
260 client *ns = this->ns;
261 ns->send_packet ("goodbye");
262 ns->flush ();
263 ns->pl = 0;
264 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 }
269}
270
271// the need for this function can be explained
272// by load_object not returning the object
273void
274player::set_object (object *op)
275{
276 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */
278
279 ob->speed_left = 0.5;
280 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288}
289
290player::player ()
291{
243 /* There are some elements we want initialized to non zero value - 292 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 293 * we deal with that below this point.
245 */ 294 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 295 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 296 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 297 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 298
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 299 assign (savebed_map, first_map_path); /* Init. respawn position */
257 300
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; 301 gen_sp_armour = 10;
272 p->last_speed = -1; 302 last_speed = -1;
273 p->shoottype = range_none; 303 shoottype = range_none;
274 p->bowtype = bow_normal; 304 bowtype = bow_normal;
275 p->petmode = pet_normal; 305 petmode = pet_normal;
276 p->listening = 10; 306 listening = 10;
277 p->usekeys = containers; 307 usekeys = containers;
278 p->last_weapon_sp = -1; 308 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 309 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 310 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);
288 311
289 /* we need to clear these to -1 and not zero - otherwise, 312 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 313 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 314 * send new values to the client, as things like exp start
292 * at zero. 315 * at zero.
293 */ 316 */
294 for (i = 0; i < NUM_SKILLS; i++) 317 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 318 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 319
298 }
299 for (i = 0; i < NROFATTACKS; i++) 320 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 321 last_resist[i] = -1;
302 } 322
303 p->last_stats.exp = -1; 323 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 324 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 325}
310 326
311/* This loads the first map an puts the player on it. */ 327void
312static void 328player::do_destroy ()
313set_first_map (object *op)
314{ 329{
315 strcpy (op->contr->maplevel, first_map_path); 330 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 331
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
321/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
323 * mode. 372 * mode.
324 */ 373 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 374player *
375player::create ()
376{
377 player *pl = new player;
330 378
331 p = get_player (NULL); 379 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));
334 380
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; 381 return pl;
354} 382}
355 383
356/* 384/*
357 * get_player_archetype() return next player archetype from archetype 385 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 386 * list. Not very efficient routine, but used only creating new players.
367 { 395 {
368 if (at == NULL || at->next == NULL) 396 if (at == NULL || at->next == NULL)
369 at = first_archetype; 397 at = first_archetype;
370 else 398 else
371 at = at->next; 399 at = at->next;
400
372 if (at->clone.type == PLAYER) 401 if (at->clone.type == PLAYER)
373 return at; 402 return at;
403
374 if (at == start) 404 if (at == start)
375 { 405 {
376 LOG (llevError, "No Player archetypes\n"); 406 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 407 exit (-1);
378 } 408 }
379 } 409 }
380} 410}
381 411
382
383object * 412object *
384get_nearest_player (object *mon) 413get_nearest_player (object *mon)
385{ 414{
386 object *op = NULL; 415 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 416 objectlink *ol;
389 unsigned lastdist; 417 unsigned lastdist;
390 rv_vector rv; 418 rv_vector rv;
391 419
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 452 {
425 op = ol->ob; 453 op = ol->ob;
426 lastdist = rv.distance; 454 lastdist = rv.distance;
427 } 455 }
428 } 456 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 457
430 { 458 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 459 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 460 if (lastdist > rv.distance)
435 { 461 {
436 op = pl->ob; 462 op = pl->ob;
437 lastdist = rv.distance; 463 lastdist = rv.distance;
438 } 464 }
439 } 465
440 }
441#if 0 466#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 467 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 468#endif
444 return op; 469 return op;
445} 470}
463 * circling behaviour. Unfortunately, this function is also used to determined 488 * 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 489 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 490 * is probably not a good thing.
466 */ 491 */
467#define MAX_SPACES 50 492#define MAX_SPACES 50
468
469 493
470/* 494/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 495 * 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 496 * 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 497 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 670 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 671 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 672 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 673 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 674 {
651 remove_ob (op); 675 op->destroy ();
652 free_object (op);
653 continue; 676 continue;
654 } 677 }
655 } 678 }
656 679
657 /* This really needs to be better - we should really give 680 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 691 if (tmp->type == op->type && tmp->name == op->name)
669 break; 692 break;
670 693
671 if (tmp) 694 if (tmp)
672 { 695 {
673 remove_ob (op); 696 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 697 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 698 continue;
677 } 699 }
700
678 if (op->nrof > 1) 701 if (op->nrof > 1)
679 op->nrof = 1; 702 op->nrof = 1;
680 } 703 }
681 704
682 if (op->type == SPELLBOOK && op->inv) 705 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 717 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 718 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 719 }
697 if (op->type == SPELL) 720 if (op->type == SPELL)
698 { 721 {
699 remove_ob (op); 722 op->destroy ();
700 free_object (op);
701 continue; 723 continue;
702 } 724 }
703 else if (op->type == SKILL) 725 else if (op->type == SKILL)
704 { 726 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 727 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 736 /* Need to set up the skill pointers */
715 link_player_skills (pl); 737 link_player_skills (pl);
716} 738}
717 739
718void 740void
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) 741get_party_password (object *op, partylist *party)
803{ 742{
804 if (party == NULL) 743 if (party == NULL)
805 { 744 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 745 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 746 return;
808 } 747 }
748
809 op->contr->write_buf[0] = '\0'; 749 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 750 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 751 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 752 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 753}
814
815 754
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 755/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 756static int
818roll_stat (void) 757roll_stat (void)
819{ 758{
820 int a[4], i, j, k; 759 int a[4], i, j, k;
821 760
822 for (i = 0; i < 4; i++) 761 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 764 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 765 if (a[i] < k)
827 k = a[i], j = i; 766 k = a[i], j = i;
828 767
829 for (i = 0, k = 0; i < 4; i++) 768 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 769 if (i != j)
832 k += a[i]; 770 k += a[i];
833 } 771
834 return k; 772 return k;
835} 773}
836 774
837void 775void
838roll_stats (object *op) 776object::roll_stats ()
839{ 777{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 778 int statsort [7];
843 779
844 do 780 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 } 781 {
855 while (sum < 82 || sum > 116); 782 int sum = 0;
783 for (int i = 7; i--; )
784 sum += statsort [i] = roll_stat ();
856 785
786 if (sum >= 82 && sum <= 116)
787 break;
788 }
789
857 /* Sort the stats so that rerolling is easier... */ 790 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 791 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;
865 792
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]; 793 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 794 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 795 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 796 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 797 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 798 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 799 stats.Cha = statsort[6];
890 800
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; 801 stats.exp = 0;
902 op->stats.ac = 0; 802 stats.ac = 0;
903 803
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; 804 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 805 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 806 stats.grace = stats.maxgrace;
807
808 if (contr)
809 {
810 contr->levhp[1] = 9;
811 contr->levsp[1] = 6;
812 contr->levgrace[1] = 3;
813
912 op->contr->orig_stats = op->stats; 814 contr->orig_stats = stats;
815 }
913} 816}
914 817
915void 818void
916Roll_Again (object *op) 819object::swap_stats (int a, int b)
917{ 820{
918 esrv_new_player (op->contr, 0); 821 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 823 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 824
923void 825 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832
833 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats
835 stats.ac = 0;
836
837 level = 1;
838 stats.exp = 0;
839 stats.ac = 0;
840
841 stats.hp = stats.maxhp;
842 stats.sp = stats.maxsp;
843 stats.grace = stats.maxgrace;
844
845 if (contr)
846 {
847 contr->levhp[1] = 9;
848 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3;
850
851 contr->orig_stats = stats;
852 }
853}
854
855static void
856start_info (object *op)
925{ 857{
926 signed char tmp;
927 char buf[MAX_BUF]; 858 char buf[MAX_BUF];
928 859
929 if (op->contr->Swap_First == -1) 860 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 862 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
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;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->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 {
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); 863 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 864}
1044 865
1045/* This function takes the key that is passed, and does the 866/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 867 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 868 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 869 * separate race and class; this actually changes the RACE,
1049 * not the class. 870 * not the class.
1050 */ 871 */
1051
1052int 872int
1053key_change_class (object *op, char key) 873key_change_class (object *op, char key)
1054{ 874{
1055 int tmp_loop; 875 int tmp_loop;
1056 876
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') 877 if (key == 'd' || key == 'D')
1064 { 878 {
1065 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
1066 880
1067 /* this must before then initial items are given */ 881 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 882 esrv_new_player (op->contr, op->weight + op->carrying);
883
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 884 treasurelist *tl = find_treasurelist ("starting_wealth");
885 if (tl)
886 create_treasure (tl, op, 0, 0, 0);
1070 887
1071 INVOKE_PLAYER (BIRTH, op->contr); 888 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 889 INVOKE_PLAYER (LOGIN, op->contr);
1073 890
1074 op->contr->state = ST_PLAYING; 891 op->contr->ns->state = ST_PLAYING;
1075 892
1076 if (op->msg) 893 if (op->msg)
1077 op->msg = NULL; 894 op->msg = NULL;
1078 895
1079 /* We create this now because some of the unique maps will need it 896 /* We create this now because some of the unique maps will need it
1088 start_info (op); 905 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 906 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 907 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 908 link_player_skills (op);
1092 esrv_send_inventory (op, op); 909 esrv_send_inventory (op, op);
1093 fix_player (op); 910 op->update_stats ();
1094 911
1095 /* This moves the player to a different start map, if there 912 /* This moves the player to a different start map, if there
1096 * is one for this race 913 * is one for this race
1097 */ 914 */
1098 if (*first_map_ext_path) 915 if (*first_map_ext_path)
1099 { 916 {
1100 object *tmp; 917 object *tmp;
1101 char mapname[MAX_BUF]; 918 char mapname[MAX_BUF];
1102 919
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 921 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 922 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 923 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 924 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 925 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 926 * if the map isn't there, then stay on the
1110 * default initial map */ 927 * default initial map */
1111 free_object (tmp); 928 tmp->destroy ();
1112 } 929 }
1113 else 930 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 931 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 932
1117 return 0; 933 return 0;
1118 } 934 }
1119 935
1120 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1125 while (!tmp_loop) 941 while (!tmp_loop)
1126 { 942 {
1127 shstr name = op->name; 943 shstr name = op->name;
1128 int x = op->x, y = op->y; 944 int x = op->x, y = op->y;
1129 945
1130 remove_statbonus (op); 946 op->remove_statbonus ();
1131 remove_ob (op); 947 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 948 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 949 op->arch->clone.copy_to (op);
1134 op->instantiate (); 950 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 951 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 952 op->name = op->name_pl = name;
1137 op->x = x; 953 op->x = x;
1138 op->y = y; 954 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 955 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 956 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 957 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 958 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 959 tmp_loop = allowed_class (op);
1144 } 960 }
1145 961
1146 update_object (op, UP_OBJ_FACE); 962 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 963 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 964 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 965 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 966 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 967 op->stats.grace = 0;
1152 968
1153 if (op->msg) 969 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 970 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 971
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 972 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; 973 return 0;
1158} 974}
1159 975
1160int 976int
1161key_confirm_quit (object *op, char key) 977key_confirm_quit (object *op, char key)
1162{ 978{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 980 {
1167 op->contr->state = ST_PLAYING; 981 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 983 return 1;
1170 } 984 }
1171 985
1172 INVOKE_PLAYER (LOGOUT, op->contr); 986 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
1174 990
1175 terminate_all_pets (op); 991 terminate_all_pets (op);
1176 leave_map (op); 992 leave_map (op);
1177 op->direction = 0; 993 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 995
1180 strcpy (op->contr->killer, "quit"); 996 strcpy (op->contr->killer, "quit");
1181 check_score (op); 997 check_score (op);
1182 op->contr->party = NULL; 998 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 999 op->contr->own_title[0] = '\0';
1185 1000
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 1001 object_ptr ob = op;
1187 {
1188 maptile *mp, *next;
1189 1002
1190 /* We need to hunt for any per player unique maps in memory and 1003 /* 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, 1004 * 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 1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */ 1006 */
1007 char buf[MAX_BUF];
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next) 1009
1196 { 1010 for_all_maps (mp)
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf))) 1011 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp); 1012 delete_map (mp);
1200 }
1201 1013
1202 delete_character (op->name, 1); 1014 delete_character (ob->name, 1);
1203 } 1015 ob->contr->destroy ();
1204 1016
1205 play_again (op);
1206 return 1; 1017 return 1;
1207} 1018}
1208 1019
1209void 1020void
1210flee_player (object *op) 1021flee_player (object *op)
1241 { 1052 {
1242 op->enemy = NULL; 1053 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1054 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1055 return;
1245 } 1056 }
1057
1246 get_rangevector (op, op->enemy, &rv, 0); 1058 get_rangevector (op, op->enemy, &rv, 0);
1247 1059
1248 dir = absdir (4 + rv.direction); 1060 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1061 for (diff = 0; diff < 3; diff++)
1250 { 1062 {
1251 int m = 1 - (RANDOM () & 2); 1063 int m = 1 - (RANDOM () & 2);
1252 1064
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1065 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1066 return;
1256 }
1257 } 1067 }
1068
1258 /* Cornered, get rid of scared */ 1069 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1070 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1071 op->enemy = NULL;
1261} 1072}
1262 1073
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1159 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)))); 1160 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1161 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1162 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)))); 1163 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1164
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1165 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 } 1166 }
1167
1384 /* philosophy: 1168 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1169 * 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 1170 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1171 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1172 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1173 * example.
1390 * The drawback: right now it has no frontend, so you need to 1174 * 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 1175 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1176 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1210 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1211 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1212 if (tmp->type == FOOD)
1429 { 1213 {
1430 pick_up (op, tmp); 1214 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1215 continue;
1434 } 1216 }
1217
1435 if (op->contr->mode & PU_DRINK) 1218 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1219 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1220 {
1438 pick_up (op, tmp); 1221 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1222 continue;
1442 } 1223 }
1443 1224
1444 if (op->contr->mode & PU_POTION) 1225 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1226 if (tmp->type == POTION)
1446 { 1227 {
1447 pick_up (op, tmp); 1228 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1229 continue;
1451 } 1230 }
1452 1231
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1232 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1233 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1234 if (tmp->type == SPELLBOOK)
1456 { 1235 {
1457 pick_up (op, tmp); 1236 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1237 continue;
1461 } 1238 }
1239
1462 if (op->contr->mode & PU_SKILLSCROLL) 1240 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1241 if (tmp->type == SKILLSCROLL)
1464 { 1242 {
1465 pick_up (op, tmp); 1243 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1244 continue;
1469 } 1245 }
1246
1470 if (op->contr->mode & PU_READABLES) 1247 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1248 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1249 {
1473 pick_up (op, tmp); 1250 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1251 continue;
1477 } 1252 }
1478 1253
1479 /* wands/staves/rods/horns */ 1254 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1255 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1256 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1257 {
1483 pick_up (op, tmp); 1258 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1259 continue;
1487 } 1260 }
1488 1261
1489 /* pick up all magical items */ 1262 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1263 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1264 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1265 {
1493 pick_up (op, tmp); 1266 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1267 continue;
1497 } 1268 }
1498 1269
1499 if (op->contr->mode & PU_VALUABLES) 1270 if (op->contr->mode & PU_VALUABLES)
1500 { 1271 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1272 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1273 {
1503 pick_up (op, tmp); 1274 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1275 continue;
1507 } 1276 }
1508 } 1277 }
1509 1278
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1279 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1280 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1281 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1282 {
1514 pick_up (op, tmp); 1283 pick_up (op, tmp);
1284 continue;
1515 if (0) 1285 }
1516 fprintf (stderr, "JEWELS\n"); 1286
1287 /* we don't forget dragon food */
1288 if (op->contr->mode & PU_FLESH)
1289 if (tmp->type == FLESH)
1290 {
1291 pick_up (op, tmp);
1517 continue; 1292 continue;
1518 } 1293 }
1519 1294
1520 /* bows and arrows. Bows are good for selling! */ 1295 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1296 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1297 if (tmp->type == BOW)
1523 { 1298 {
1524 pick_up (op, tmp); 1299 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1300 continue;
1528 } 1301 }
1302
1529 if (op->contr->mode & PU_ARROW) 1303 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1304 if (tmp->type == ARROW)
1531 { 1305 {
1532 pick_up (op, tmp); 1306 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1307 continue;
1536 } 1308 }
1537 1309
1538 /* all kinds of armor etc. */ 1310 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1311 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1312 if (tmp->type == ARMOUR)
1541 { 1313 {
1542 pick_up (op, tmp); 1314 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1315 continue;
1546 } 1316 }
1317
1547 if (op->contr->mode & PU_HELMET) 1318 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1319 if (tmp->type == HELMET)
1549 { 1320 {
1550 pick_up (op, tmp); 1321 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1322 continue;
1554 } 1323 }
1324
1555 if (op->contr->mode & PU_SHIELD) 1325 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1326 if (tmp->type == SHIELD)
1557 { 1327 {
1558 pick_up (op, tmp); 1328 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1329 continue;
1562 } 1330 }
1331
1563 if (op->contr->mode & PU_BOOTS) 1332 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1333 if (tmp->type == BOOTS)
1565 { 1334 {
1566 pick_up (op, tmp); 1335 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1336 continue;
1570 } 1337 }
1338
1571 if (op->contr->mode & PU_GLOVES) 1339 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1340 if (tmp->type == GLOVES)
1573 { 1341 {
1574 pick_up (op, tmp); 1342 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1343 continue;
1578 } 1344 }
1345
1579 if (op->contr->mode & PU_CLOAK) 1346 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1347 if (tmp->type == CLOAK)
1581 { 1348 {
1582 pick_up (op, tmp); 1349 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1350 continue;
1586 } 1351 }
1587 1352
1588 /* hoping to catch throwing daggers here */ 1353 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1354 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1355 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1356 {
1592 pick_up (op, tmp); 1357 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1358 continue;
1596 } 1359 }
1597 1360
1598 /* careful: chairs and tables are weapons! */ 1361 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1362 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1365 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1366 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1367 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1368 {
1606 pick_up (op, tmp); 1369 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1370 continue;
1610 } 1371 }
1611 } 1372 }
1373
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1374 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1375 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1376 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1377 {
1616 pick_up (op, tmp); 1378 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1379 continue;
1620 } 1380 }
1621 } 1381 }
1622 } 1382 }
1623 1383
1624 /* misc stuff that's useful */ 1384 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1385 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1386 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1387 {
1628 pick_up (op, tmp); 1388 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1389 continue;
1632 } 1390 }
1633 1391
1634 /* any of the last 4 bits set means we use the ratio for value 1392 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1393 * pickups */
1657 continue; 1415 continue;
1658 } 1416 }
1659 } 1417 }
1660 } /* the new pickup model */ 1418 } /* the new pickup model */
1661 } 1419 }
1420
1662 return !stop; 1421 return !stop;
1663} 1422}
1664 1423
1665/* 1424/*
1666 * Find an arrow in the inventory and after that 1425 * Find an arrow in the inventory and after that
1843 if (!dir) 1602 if (!dir)
1844 { 1603 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1604 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1605 return 0;
1847 } 1606 }
1607
1848 if (op->type == PLAYER) 1608 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1609 bow = op->contr->ranges[range_bow];
1850 else 1610 else
1851 { 1611 {
1852 for (bow = op->inv; bow; bow = bow->below) 1612 for (bow = op->inv; bow; bow = bow->below)
1860 { 1620 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1622 return 0;
1863 } 1623 }
1864 } 1624 }
1625
1865 if (!bow->race || !bow->skill) 1626 if (!bow->race || !bow->skill)
1866 { 1627 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1629 return 0;
1869 } 1630 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1633
1873 /* penalize ROF for bestarrow */ 1634 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1876 if (bowspeed < 1) 1638 if (bowspeed < 1)
1877 bowspeed = 1; 1639 bowspeed = 1;
1878 1640
1879 if (arrow == NULL) 1641 if (arrow == NULL)
1880 { 1642 {
1886 else 1648 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1649 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1650 return 0;
1889 } 1651 }
1890 } 1652 }
1653
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1655 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1656 return 0;
1895 } 1657
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1658 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1659 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1661 return 0;
1900 } 1662 }
1901 1663
1902 /* this should not happen, but sometimes does */ 1664 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1665 if (arrow->nrof == 0)
1904 { 1666 {
1905 remove_ob (arrow); 1667 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1668 return 0;
1908 } 1669 }
1909 1670
1910 left = arrow; /* these are arrows left to the player */ 1671 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1672 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1673 if (!arrow)
1913 { 1674 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1676 return 0;
1916 } 1677 }
1917 set_owner (arrow, op); 1678
1679 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1680 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1681 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1682
1924 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1925 { 1684 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1686 op->update_stats ();
1928 } 1687 }
1929 1688
1930 SET_ANIMATION (arrow, arrow->direction); 1689 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1691 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1692 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1693 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1694 arrow->spellarg = strdup (arrow->slaying);
1936 1695
1937 /* Note that this was different for monsters - they got their level 1696 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1697 * added to the damage. I think the strength bonus is more proper.
1939 */ 1698 */
1940 1699
1942 1701
1943 /* update the speed */ 1702 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1703 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; 1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1705
1947 if (arrow->speed < 1.0) 1706 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1707 arrow->speed_left = 0;
1951 1708
1952 if (op->type == PLAYER) 1709 if (op->type == PLAYER)
1953 { 1710 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1721 }
1965 1722
1966 if (arrow->attacktype == AT_PHYSICAL) 1723 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1724 arrow->attacktype |= bow->attacktype;
1968 1725
1969 if (bow->slaying != NULL) 1726 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1727 arrow->slaying = bow->slaying;
1971 1728
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1729 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1731
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1733 m->insert (arrow, sx, sy, op);
1978 1734
1979 if (!arrow->destroyed ()) 1735 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1736 move_arrow (arrow);
1981 1737
1982 if (op->type == PLAYER) 1738 if (op->type == PLAYER)
2087 1843
2088 if (item->arch) 1844 if (item->arch)
2089 { 1845 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2092 item->speed = 0; 1848 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1849 }
1850
2095 if ((tmp = is_player_inv (item))) 1851 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1853 }
2098 } 1854 }
2099 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1856 drain_rod_charge (item);
2102 }
2103 } 1857 }
2104} 1858}
2105 1859
2106/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2107 */ 1861 */
2130 case range_misc: 1884 case range_misc:
2131 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2132 return; 1886 return;
2133 1887
2134 case range_golem: /* Control summoned monsters from scrolls */ 1888 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) 1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1890 {
2137 op->contr->ranges[range_golem] = NULL; 1891 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1892 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1893 }
2141 else 1894 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1895 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1896 return;
2144 1897
2251 * 0 otherwise 2004 * 0 otherwise
2252 */ 2005 */
2253static int 2006static int
2254player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2255{ 2008{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2260 */ 2012 */
2261 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2303 */ 2055 */
2304
2305void 2056void
2306move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2307{ 2058{
2308 object *tmp, *mon; 2059 object *tmp, *mon;
2309 sint16 nx, ny; 2060 sint16 nx, ny;
2311 maptile *m; 2062 maptile *m;
2312 2063
2313 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2315 2066
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2317 2068
2318 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2334 } 2085 }
2335 else 2086 else
2336 m = op->map; 2087 m = op->map;
2337 2088
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2090 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2092 return;
2342 } 2093 }
2343 2094
2344 mon = NULL; 2095 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* 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. 2097 * 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 2098 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2099 * on the space
2349 */ 2100 */
2350 while (tmp != NULL) 2101 while (tmp)
2351 { 2102 {
2352 if (tmp == op) 2103 if (tmp == op)
2353 { 2104 {
2354 tmp = tmp->above; 2105 tmp = tmp->above;
2355 continue; 2106 continue;
2365 mon = tmp; 2116 mon = tmp;
2366 2117
2367 tmp = tmp->above; 2118 tmp = tmp->above;
2368 } 2119 }
2369 2120
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2122 return; /* into a wall */
2372 2123
2373 if (mon->head != NULL) 2124 if (mon->head)
2374 mon = mon->head; 2125 mon = mon->head;
2375 2126
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2378 return; 2129 return;
2390 * player owns it and it is either friendly or unagressive. 2141 * player owns it and it is either friendly or unagressive.
2391 */ 2142 */
2392 if ((op->type == PLAYER) 2143 if ((op->type == PLAYER)
2393#if COZY_SERVER 2144#if COZY_SERVER
2394 && 2145 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2146 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2148#else
2398 && get_owner (mon) == op 2149 && mon->owner == op
2399#endif 2150#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2152 {
2402 /* If we're braced, we don't want to switch places with it */ 2153 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2154 if (op->contr->braced)
2415 * attack them either. 2166 * attack them either.
2416 */ 2167 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2171 (op->contr->peaceful
2421 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2422 && mon->contr-> 2173 && mon->contr->
2423 peaceful)) && 2174 peaceful)) &&
2424#else 2175#else
2425 op->contr->peaceful && 2176 op->contr->peaceful &&
2426#endif 2177#endif
2427 !on_battleground)) 2178 !on_battleground))
2428 { 2179 {
2429 if (!op->contr->braced) 2180 if (!op->contr->braced)
2430 { 2181 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2433 } 2184 }
2434 else 2185 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2187
2438 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2189 make_visible (op);
2440 } 2190 }
2441 2191
2442 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2221
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2223 }
2474 2224
2475 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2476 2226
2477 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2230 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2233 {
2484 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2485 2235
2486 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2489 } 2239 }
2240
2490 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2491 make_visible (op); 2242 make_visible (op);
2492 } 2243 }
2493 } /* if player should attack something */ 2244 } /* if player should attack something */
2494} 2245}
2529 2280
2530 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2282 * server can handle repeat firing.
2532 */ 2283 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2285 op->direction = dir;
2536 }
2537 else 2286 else
2538 {
2539 op->direction = 0; 2287 op->direction = 0;
2540 } 2288
2541 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2291 * for players.
2544 */ 2292 */
2545 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2338 /* 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 2339 * 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 2340 * 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. 2341 * put this in a a workaround to clean up the golem pointer.
2594 */ 2342 */
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))) 2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2344 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2345
2602 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2348 * called, so we recheck it here.
2605 */ 2349 */
2606 HandleClient (&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2607 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2608 return 0; 2355 return 0;
2609 2356
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2358 {
2620 if (op->speed_left > 0) 2367 if (op->speed_left > 0)
2621 return 1; 2368 return 1;
2622 else 2369 else
2623 return 0; 2370 return 0;
2624 } 2371 }
2372
2625 return 0; 2373 return 0;
2626} 2374}
2627 2375
2628int 2376int
2629save_life (object *op) 2377save_life (object *op)
2630{ 2378{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2380 return 0;
2635 2381
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2384 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2385 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)); 2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2641 if (op->contr) 2388 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2389 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2390
2644 free_object (tmp); 2391 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2392 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393
2646 if (op->stats.hp < 0) 2394 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2396
2648 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2649 op->stats.food = 999; 2398 op->stats.food = 999;
2650 fix_player (op); 2399
2400 op->update_stats ();
2651 return 1; 2401 return 1;
2652 } 2402 }
2403
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2406 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2407 return 0;
2657} 2408}
2666{ 2417{
2667 object *next; 2418 object *next;
2668 2419
2669 while (op) 2420 while (op)
2670 { 2421 {
2671 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2423
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2425 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 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
2429 op->insert_at (env);
2682 } 2430 }
2683 else if (op->inv) 2431 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2433
2685 op = next; 2434 op = next;
2686 } 2435 }
2687} 2436}
2688
2689 2437
2690/* 2438/*
2691 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2452 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2455 else
2708 sprintf (buf, "%s\n", &op->name); 2456 sprintf (buf, "%s\n", &op->name);
2457
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2459 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2462 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2466 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2467 if (op->type == PLAYER)
2718 { 2468 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2471 strcat (buf2, buf);
2722 } 2472 }
2473
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2476 strcat (buf2, buf);
2477
2726 return buf2; 2478 return buf2;
2727} 2479}
2728
2729
2730 2480
2731void 2481void
2732do_some_living (object *op) 2482do_some_living (object *op)
2733{ 2483{
2734 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2743 const int max_grace = 1; 2493 const int max_grace = 1;
2744 2494
2745 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2746 { 2496 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 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) 2498 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]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2500 }
2751 2501
2752 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2753 { 2503 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2508 else
2760 { 2509 {
2761 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2512 }
2513
2764 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2516 else
2767 { 2517 {
2768 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2520 }
2521
2771 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2524 else
2774 { 2525 {
2775 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2544 op->stats.food = last_food;
2794 } 2545 }
2795 } 2546 }
2547
2796 if (max_sp > 1) 2548 if (max_sp > 1)
2797 { 2549 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2551 if (over_sp > 0)
2800 { 2552 {
2801 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2802 { 2554 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2558 op->stats.sp--;
2559
2806 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2808 } 2562 }
2809 op->last_sp = 0; 2563 op->last_sp = 0;
2810 } 2564 }
2811 else 2565 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2567 }
2816 else 2568 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2570 }
2821 2571
2822 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2825 { 2575 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2828 if (max_grace > 1) 2579 if (max_grace > 1)
2829 { 2580 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2582 if (over_grace > 0)
2832 { 2583 {
2860 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2613 op->stats.food = last_food;
2863 } 2614 }
2864 } 2615 }
2616
2865 if (max_hp > 1) 2617 if (max_hp > 1)
2866 { 2618 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2620 if (over_hp > 0)
2869 { 2621 {
2893 2645
2894 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2648 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2898 /* dms do not consume food */ 2651 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2653 op->stats.food--;
2901 } 2654 }
2902 }
2903 2655
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2657 {
2906 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2907 2659
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2661 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2669 break;
2918 } 2670 }
2919 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2920 flesh = tmp; 2672 flesh = tmp;
2921 } /* End if paid for object */ 2673 } /* End if paid for object */
2922 } /* end of for loop */ 2674 } /* end of for loop */
2675
2923 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2677 * eat flesh instead.
2925 */ 2678 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2680 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2930 } 2683 }
2931 } /* end if player is starving */ 2684 }
2932 2685
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2935 2688
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2690 kill_player (op);
2691 }
2938} 2692}
2939
2940
2941 2693
2942/* If the player should die (lack of hp, food, etc), we call this. 2694/* 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 2695 * 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 2696 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2697 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2729
2978 /* restore player */ 2730 /* restore player */
2979 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2981 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 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2740 {
2992 remove_ob (tmp); 2741 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2743 }
2996 2744
2997 cure_disease (op, 0); /* remove any disease */ 2745 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2748 op->stats.food = 999;
3001 2749
3002 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2752 {
3006 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2754 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2758 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2762 }
3017 2763
3018 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2766 op->contr->braced = 0;
3046 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
3047 return; 2793 return;
3048 } 2794 }
3049 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3050 } 2796 }
2797
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2799
3053 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3054 x = op->x; 2801 x = op->x;
3055 y = op->y; 2802 y = op->y;
3056 map = op->map; 2803 map = op->map;
3057 2804
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
3064 */ 2808 */
3065 2809
3066 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2812 * of death.
3069 */ 2813 */
3070#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3072 { 2816 {
3073 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2819 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2822 little bit harder. */
3079 /* GD */ 2823 /* GD */
3080 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2825 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2826 else
3086 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3087 num_stats_lose = 1; 2830 num_stats_lose = 1;
3088 } 2831
3089 lost_a_stat = 0; 2832 lost_a_stat = 0;
3090 2833
3091 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3092 { 2835 {
3093 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3094 2837
3095 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3096 { 2839 {
3097 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2841 * what he lost.
3099 */ 2842 */
3100 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3106 } 2861 }
3107 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3108 { 2864 {
3109 /* deplete a stat */ 2865 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3111 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3112 2868 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2869 {
3116 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3118 } 2872
3119 lose_this_stat = 1; 2873 /* 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) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2879 {
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; 2880 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2882 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 } 2883 }
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 */ 2884 else
3161 if (this_stat >= -50)
3162 { 2885 {
3163 change_attr_value (&(dep->stats), i, -1); 2886 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; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2891 }
3169 } 2892 }
3170 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3171 } 2912 }
2913 }
2914 }
3172 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2916 if (!lost_a_stat)
3174 { 2917 {
3175 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3178 2921
3179 if (god && (strcmp (god, "none"))) 2922 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); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2924 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2926 }
2927#else
2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2929#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 2930
3187 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2932 * exp loss on the stone.
3189 */ 2933 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2936 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2938 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); 2939 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; 2940 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2943
3200 /**************************************/ 2944 /**************************************/
3201 /* */ 2945 /* */
3202 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3205 /* */ 2949 /* */
3206
3207 /**************************************/ 2950 /**************************************/
3208 2951
3209 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2953 /* restore player */
3211 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
2956
3213 if (tmp) 2957 if (tmp)
3214 { 2958 {
3215 remove_ob (tmp); 2959 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2961 }
3219 2962
3220 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2965 if (tmp)
3223 { 2966 {
3224 remove_ob (tmp); 2967 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2969 }
2970
3228 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3229 2972
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3233 op->stats.food = 900; 2976 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2980
3238 /* 2981 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2982 * 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 2983 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2984 * in the map.
3242 */ 2985 */
3243 2986
3244 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3246 2989
3247 /****************************************/ 2990 /****************************************/
3248 /* */ 2991 /* */
3249 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3251 /* */ 2994 /* */
3252
3253 /****************************************/ 2995 /****************************************/
3254 2996
3255 enter_player_savebed (op); 2997 enter_player_savebed (op);
3256 2998
3257 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3000 * chance of abuse.
3259 */ 3001 */
3260 op->contr->braced = 0; 3002 op->contr->braced = 0;
3261 save_player (op, 1); 3003 op->contr->save ();
3262 3004
3263 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3008 * on the space that might harm the player.
3267 */ 3009 */
3268 will_kill_again = 0; 3010 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3273 } 3014
3274 if (will_kill_again) 3015 if (will_kill_again)
3275 { 3016 {
3276 object *force; 3017 object *force;
3277 int at; 3018 int at;
3278 3019
3279 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3022 force->speed = 0.1;
3282 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3027 force->resist[at] = 100;
3288 } 3028
3289 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3290 fix_player (op); 3030 op->update_stats ();
3291 3031
3292 } 3032 }
3293 3033
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 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} 3035}
3363
3364 3036
3365void 3037void
3366loot_object (object *op) 3038loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3369 3041
3370 if (op->container) 3042 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3044
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3376 { 3046 {
3377 next = tmp->below; 3047 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3048
3049 if (tmp->invisible)
3379 continue; 3050 continue;
3380 remove_ob (tmp); 3051
3052 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3055 { /* empty container to ground */
3384 loot_object (tmp); 3056 loot_object (tmp);
3385 } 3057 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3059 {
3388 if (tmp->nrof > 1) 3060 if (tmp->nrof > 1)
3389 { 3061 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3063 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3064 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3065 }
3394 else 3066 else
3395 free_object (tmp); 3067 tmp->destroy ();
3396 } 3068 }
3397 else 3069 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3071 }
3400} 3072}
3406 */ 3078 */
3407 3079
3408void 3080void
3409fix_weight (void) 3081fix_weight (void)
3410{ 3082{
3411 player *pl; 3083 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3084 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3086
3417 if (old == sum) 3087 if (old == sum)
3418 continue; 3088 continue;
3419 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3091 }
3422} 3092}
3423 3093
3424void 3094void
3425fix_luck (void) 3095fix_luck (void)
3426{ 3096{
3427 player *pl; 3097 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3432} 3100}
3433
3434 3101
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3438 */ 3105 */
3439
3440void 3106void
3441cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3442{ 3108{
3443 object *skop, *spob; 3109 object *skop, *spob;
3444 3110
3465 if (op->type == PLAYER) 3131 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3132 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3133
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3134 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3135
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3136 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3137}
3474 3138
3475void 3139void
3476make_visible (object *op) 3140make_visible (object *op)
3477{ 3141{
3491 object *tmp = NULL; 3155 object *tmp = NULL;
3492 3156
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3158 return 1;
3495 3159
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; 3160 return 0;
3502} 3161}
3503 3162
3504/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3621 continue; 3280 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3282 continue;
3624 3283
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3285 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3287 return 1;
3629 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3630 { 3289 {
3684 3343
3685 /* only the viewable area the player sees is updated by LOS 3344 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3345 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3346 * for any meaningful values.
3688 */ 3347 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3351 return 1;
3693 op = op->more; 3352 op = op->more;
3694 } 3353 }
3695 return 0; 3354 return 0;
3696} 3355}
3882 { 3541 {
3883 /* forces in the treasurelist can alter the player's stats */ 3542 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3543 object *skin;
3885 3544
3886 /* first get the dragon skin force */ 3545 /* first get the dragon skin force */
3546 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); 3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3548 ;
3549
3888 if (skin == NULL) 3550 if (!skin)
3889 return; 3551 return;
3890 3552
3891 /* adding new spellpath attunements */ 3553 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3554 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3555 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines