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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.74 by root, Sat Dec 30 10:16:11 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 op->enter_exit (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
197 assign (title, ob->arch->clone.name);
198
199 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200 * from the class, and not race. I don't see any way to get the class information
201 * to then update this. I don't think this will actually break anything - anyone
202 * that can use armour should be able to use a shield. What this may 'break'
203 * are features new characters get, eg, if someone starts up with a Q, they
204 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 205 */
241 p->clear (); 206 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207 SET_FLAG (ob, FLAG_USE_SHIELD);
242 208
209 /* if it's a dragon player, set the correct title here */
210 if (is_dragon_pl (ob))
211 {
212 object *tmp, *abil = 0, *skin = 0;
213
214 shstr_cmp dragon_ability_force ("dragon_ability_force");
215 shstr_cmp dragon_skin_force ("dragon_skin_force");
216
217 for (tmp = ob->inv; tmp; tmp = tmp->below)
218 if (tmp->type == FORCE)
219 if (tmp->arch->name == dragon_ability_force)
220 abil = tmp;
221 else if (tmp->arch->name == dragon_skin_force)
222 skin = tmp;
223
224 set_dragon_name (ob, abil, skin);
225 }
226
227 CLEAR_FLAG (ob, FLAG_FRIENDLY);
228 add_friendly_object (ob);
229
230 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231
232 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233
234 esrv_new_player (this, ob->weight + ob->carrying);
235
236 ob->update_stats ();
237 ns->floorbox_update ();
238
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 ob->enter_exit (0);
243 ob->activate (1);
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 if (ob)
255 ob->deactivate (1);
256
257 //TODO: don't be so harsh and destroy :)
258 if (ns)
259 {
260 if (enable_save)
261 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262
263 client *ns = this->ns;
264 ns->send_packet ("goodbye");
265 ns->flush ();
266 ns->pl = 0;
267 this->ns = 0;
268
269 ns->destroy ();
270 destroy ();
271 }
272}
273
274// the need for this function can be explained
275// by load_object not returning the object
276void
277player::set_object (object *op)
278{
279 ob = op;
280 ob->contr = this; /* this aren't yet in archetype */
281
282 ob->speed_left = 0.5;
283 ob->speed = 1.0;
284 ob->direction = 5; /* So player faces south */
285 ob->stats.wc = 2;
286 ob->run_away = 25; /* Then we panick... */
287
288 set_first_map (ob);
289
290 ob->roll_stats ();
291}
292
293player::player ()
294{
243 /* There are some elements we want initialized to non zero value - 295 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 296 * we deal with that below this point.
245 */ 297 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 298 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 299 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 300 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 301
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 302 assign (savebed_map, first_map_path); /* Init. respawn position */
257 303
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; 304 gen_sp_armour = 10;
272 p->last_speed = -1; 305 last_speed = -1;
273 p->shoottype = range_none; 306 shoottype = range_none;
274 p->bowtype = bow_normal; 307 bowtype = bow_normal;
275 p->petmode = pet_normal; 308 petmode = pet_normal;
276 p->listening = 10; 309 listening = 10;
277 p->usekeys = containers; 310 usekeys = containers;
278 p->last_weapon_sp = -1; 311 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 312 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 313 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);
288 314
289 /* we need to clear these to -1 and not zero - otherwise, 315 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 316 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 317 * send new values to the client, as things like exp start
292 * at zero. 318 * at zero.
293 */ 319 */
294 for (i = 0; i < NUM_SKILLS; i++) 320 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 321 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 322
298 }
299 for (i = 0; i < NROFATTACKS; i++) 323 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 324 last_resist[i] = -1;
302 } 325
303 p->last_stats.exp = -1; 326 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 327 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 328}
310 329
311/* This loads the first map an puts the player on it. */ 330void
312static void 331player::do_destroy ()
313set_first_map (object *op)
314{ 332{
315 strcpy (op->contr->maplevel, first_map_path); 333 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 334
335 save (false);
336 enable_save = false;
337
338 attachable::do_destroy ();
339
340 terminate_all_pets (ob);
341
342 if (first_player != this)
343 {
344 player *prev = first_player;
345
346 while (prev && prev->next && prev->next != this)
347 prev = prev->next;
348
349 if (prev->next != this)
350 {
351 LOG (llevError, "Free_player: Can't find previous player.\n");
352 abort ();
353 }
354
355 prev->next = next;
356 }
357 else
358 first_player = next;
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
321/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
323 * mode. 375 * mode.
324 */ 376 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 377player *
378player::create ()
379{
380 player *pl = new player;
330 381
331 p = get_player (NULL); 382 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));
334 383
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; 384 return pl;
354} 385}
355 386
356/* 387/*
357 * get_player_archetype() return next player archetype from archetype 388 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 389 * list. Not very efficient routine, but used only creating new players.
367 { 398 {
368 if (at == NULL || at->next == NULL) 399 if (at == NULL || at->next == NULL)
369 at = first_archetype; 400 at = first_archetype;
370 else 401 else
371 at = at->next; 402 at = at->next;
403
372 if (at->clone.type == PLAYER) 404 if (at->clone.type == PLAYER)
373 return at; 405 return at;
406
374 if (at == start) 407 if (at == start)
375 { 408 {
376 LOG (llevError, "No Player archetypes\n"); 409 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 410 exit (-1);
378 } 411 }
379 } 412 }
380} 413}
381 414
382
383object * 415object *
384get_nearest_player (object *mon) 416get_nearest_player (object *mon)
385{ 417{
386 object *op = NULL; 418 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 419 objectlink *ol;
389 unsigned lastdist; 420 unsigned lastdist;
390 rv_vector rv; 421 rv_vector rv;
391 422
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 423 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 455 {
425 op = ol->ob; 456 op = ol->ob;
426 lastdist = rv.distance; 457 lastdist = rv.distance;
427 } 458 }
428 } 459 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 460
430 { 461 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 462 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 463 if (lastdist > rv.distance)
435 { 464 {
436 op = pl->ob; 465 op = pl->ob;
437 lastdist = rv.distance; 466 lastdist = rv.distance;
438 } 467 }
439 } 468
440 }
441#if 0 469#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 470 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 471#endif
444 return op; 472 return op;
445} 473}
463 * circling behaviour. Unfortunately, this function is also used to determined 491 * 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 492 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 493 * is probably not a good thing.
466 */ 494 */
467#define MAX_SPACES 50 495#define MAX_SPACES 50
468
469 496
470/* 497/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 498 * 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 499 * 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 500 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 673 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 674 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 675 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 676 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 677 {
651 remove_ob (op); 678 op->destroy ();
652 free_object (op);
653 continue; 679 continue;
654 } 680 }
655 } 681 }
656 682
657 /* This really needs to be better - we should really give 683 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 694 if (tmp->type == op->type && tmp->name == op->name)
669 break; 695 break;
670 696
671 if (tmp) 697 if (tmp)
672 { 698 {
673 remove_ob (op); 699 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 700 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 701 continue;
677 } 702 }
703
678 if (op->nrof > 1) 704 if (op->nrof > 1)
679 op->nrof = 1; 705 op->nrof = 1;
680 } 706 }
681 707
682 if (op->type == SPELLBOOK && op->inv) 708 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 720 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 721 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 722 }
697 if (op->type == SPELL) 723 if (op->type == SPELL)
698 { 724 {
699 remove_ob (op); 725 op->destroy ();
700 free_object (op);
701 continue; 726 continue;
702 } 727 }
703 else if (op->type == SKILL) 728 else if (op->type == SKILL)
704 { 729 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 730 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 739 /* Need to set up the skill pointers */
715 link_player_skills (pl); 740 link_player_skills (pl);
716} 741}
717 742
718void 743void
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) 744get_party_password (object *op, partylist *party)
803{ 745{
804 if (party == NULL) 746 if (party == NULL)
805 { 747 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 748 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 749 return;
808 } 750 }
751
809 op->contr->write_buf[0] = '\0'; 752 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 753 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 754 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 755 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 756}
814
815 757
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 758/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 759static int
818roll_stat (void) 760roll_stat (void)
819{ 761{
820 int a[4], i, j, k; 762 int a[4], i, j, k;
821 763
822 for (i = 0; i < 4; i++) 764 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 767 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 768 if (a[i] < k)
827 k = a[i], j = i; 769 k = a[i], j = i;
828 770
829 for (i = 0, k = 0; i < 4; i++) 771 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 772 if (i != j)
832 k += a[i]; 773 k += a[i];
833 } 774
834 return k; 775 return k;
835} 776}
836 777
837void 778void
838roll_stats (object *op) 779object::roll_stats ()
839{ 780{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 781 int statsort [7];
843 782
844 do 783 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 } 784 {
855 while (sum < 82 || sum > 116); 785 int sum = 0;
786 for (int i = 7; i--; )
787 sum += statsort [i] = roll_stat ();
856 788
789 if (sum >= 82 && sum <= 116)
790 break;
791 }
792
857 /* Sort the stats so that rerolling is easier... */ 793 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 794 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;
865 795
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]; 796 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 797 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 798 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 799 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 800 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 801 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 802 stats.Cha = statsort[6];
890 803
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; 804 stats.exp = 0;
902 op->stats.ac = 0; 805 stats.ac = 0;
903 806
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; 807 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 808 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 809 stats.grace = stats.maxgrace;
810
811 if (contr)
812 {
813 contr->levhp[1] = 9;
814 contr->levsp[1] = 6;
815 contr->levgrace[1] = 3;
816
912 op->contr->orig_stats = op->stats; 817 contr->orig_stats = stats;
818 }
913} 819}
914 820
915void 821void
916Roll_Again (object *op) 822object::swap_stats (int a, int b)
917{ 823{
918 esrv_new_player (op->contr, 0); 824 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 825 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)? "); 826 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 827
923void 828 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 829 stats.Dex = contr->orig_stats.Dex;
830 stats.Con = contr->orig_stats.Con;
831 stats.Int = contr->orig_stats.Int;
832 stats.Wis = contr->orig_stats.Wis;
833 stats.Pow = contr->orig_stats.Pow;
834 stats.Cha = contr->orig_stats.Cha;
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
925{ 860{
926 signed char tmp;
927 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
928 862
929 if (op->contr->Swap_First == -1) 863 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); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 865 //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); 866 //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} 867}
1044 868
1045/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1049 * not the class. 873 * not the class.
1050 */ 874 */
1051
1052int 875int
1053key_change_class (object *op, char key) 876key_change_class (object *op, char key)
1054{ 877{
1055 int tmp_loop; 878 int tmp_loop;
1056 879
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') 880 if (key == 'd' || key == 'D')
1064 { 881 {
1065 char buf[MAX_BUF]; 882 char buf[MAX_BUF];
1066 883
1067 /* this must before then initial items are given */ 884 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 885 esrv_new_player (op->contr, op->weight + op->carrying);
886
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 887 treasurelist *tl = find_treasurelist ("starting_wealth");
888 if (tl)
889 create_treasure (tl, op, 0, 0, 0);
1070 890
1071 INVOKE_PLAYER (BIRTH, op->contr); 891 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 892 INVOKE_PLAYER (LOGIN, op->contr);
1073 893
1074 op->contr->state = ST_PLAYING; 894 op->contr->ns->state = ST_PLAYING;
1075 895
1076 if (op->msg) 896 if (op->msg)
1077 op->msg = NULL; 897 op->msg = NULL;
1078 898
1079 /* We create this now because some of the unique maps will need it 899 /* We create this now because some of the unique maps will need it
1088 start_info (op); 908 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 909 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 910 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 911 link_player_skills (op);
1092 esrv_send_inventory (op, op); 912 esrv_send_inventory (op, op);
1093 fix_player (op); 913 op->update_stats ();
1094 914
1095 /* This moves the player to a different start map, if there 915 /* This moves the player to a different start map, if there
1096 * is one for this race 916 * is one for this race
1097 */ 917 */
1098 if (*first_map_ext_path) 918 if (*first_map_ext_path)
1099 { 919 {
1100 object *tmp; 920 object *tmp;
1101 char mapname[MAX_BUF]; 921 char mapname[MAX_BUF];
1102 922
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 923 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 924 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 925 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 926 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 927 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 928 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 929 * if the map isn't there, then stay on the
1110 * default initial map */ 930 * default initial map */
1111 free_object (tmp); 931 tmp->destroy ();
1112 } 932 }
1113 else 933 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 934 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 935
1117 return 0; 936 return 0;
1118 } 937 }
1119 938
1120 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1125 while (!tmp_loop) 944 while (!tmp_loop)
1126 { 945 {
1127 shstr name = op->name; 946 shstr name = op->name;
1128 int x = op->x, y = op->y; 947 int x = op->x, y = op->y;
1129 948
1130 remove_statbonus (op); 949 op->remove_statbonus ();
1131 remove_ob (op); 950 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 951 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 952 op->arch->clone.copy_to (op);
1134 op->instantiate (); 953 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 954 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 955 op->name = op->name_pl = name;
1137 op->x = x; 956 op->x = x;
1138 op->y = y; 957 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 958 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 959 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 960 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 961 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 962 tmp_loop = allowed_class (op);
1144 } 963 }
1145 964
1146 update_object (op, UP_OBJ_FACE); 965 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 966 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 967 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 970 op->stats.grace = 0;
1152 971
1153 if (op->msg) 972 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 973 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 974
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 975 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; 976 return 0;
1158} 977}
1159 978
1160int 979int
1161key_confirm_quit (object *op, char key) 980key_confirm_quit (object *op, char key)
1162{ 981{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 982 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 983 {
1167 op->contr->state = ST_PLAYING; 984 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 985 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 986 return 1;
1170 } 987 }
1171 988
1172 INVOKE_PLAYER (LOGOUT, op->contr); 989 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 990 INVOKE_PLAYER (QUIT, op->contr);
1174 991
992 op->contr->enable_save = false;
993
1175 terminate_all_pets (op); 994 terminate_all_pets (op);
1176 leave_map (op); 995 op->remove ();
1177 op->direction = 0; 996 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 997 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 998
1180 strcpy (op->contr->killer, "quit"); 999 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1000 check_score (op);
1182 op->contr->party = NULL; 1001 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1002 op->contr->own_title[0] = '\0';
1003 op->contr->destroy ();
1185 1004
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* 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,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1; 1005 return 1;
1207} 1006}
1208 1007
1209void 1008void
1210flee_player (object *op) 1009flee_player (object *op)
1241 { 1040 {
1242 op->enemy = NULL; 1041 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1043 return;
1245 } 1044 }
1045
1246 get_rangevector (op, op->enemy, &rv, 0); 1046 get_rangevector (op, op->enemy, &rv, 0);
1247 1047
1248 dir = absdir (4 + rv.direction); 1048 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1049 for (diff = 0; diff < 3; diff++)
1250 { 1050 {
1251 int m = 1 - (RANDOM () & 2); 1051 int m = 1 - (RANDOM () & 2);
1252 1052
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1053 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1054 return;
1256 }
1257 } 1055 }
1056
1258 /* Cornered, get rid of scared */ 1057 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1058 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1059 op->enemy = NULL;
1261} 1060}
1262 1061
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 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)))); 1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1149 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1150 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)))); 1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1153 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 } 1154 }
1155
1384 /* philosophy: 1156 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1157 * 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 1158 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1159 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1160 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1161 * example.
1390 * The drawback: right now it has no frontend, so you need to 1162 * 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 1163 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1164 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1198 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1199 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1200 if (tmp->type == FOOD)
1429 { 1201 {
1430 pick_up (op, tmp); 1202 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1203 continue;
1434 } 1204 }
1205
1435 if (op->contr->mode & PU_DRINK) 1206 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1207 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1208 {
1438 pick_up (op, tmp); 1209 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1210 continue;
1442 } 1211 }
1443 1212
1444 if (op->contr->mode & PU_POTION) 1213 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1214 if (tmp->type == POTION)
1446 { 1215 {
1447 pick_up (op, tmp); 1216 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1217 continue;
1451 } 1218 }
1452 1219
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1220 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1221 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1222 if (tmp->type == SPELLBOOK)
1456 { 1223 {
1457 pick_up (op, tmp); 1224 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1225 continue;
1461 } 1226 }
1227
1462 if (op->contr->mode & PU_SKILLSCROLL) 1228 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1229 if (tmp->type == SKILLSCROLL)
1464 { 1230 {
1465 pick_up (op, tmp); 1231 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1232 continue;
1469 } 1233 }
1234
1470 if (op->contr->mode & PU_READABLES) 1235 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1236 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1237 {
1473 pick_up (op, tmp); 1238 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1239 continue;
1477 } 1240 }
1478 1241
1479 /* wands/staves/rods/horns */ 1242 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1243 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1244 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1245 {
1483 pick_up (op, tmp); 1246 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1247 continue;
1487 } 1248 }
1488 1249
1489 /* pick up all magical items */ 1250 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1251 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1252 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1253 {
1493 pick_up (op, tmp); 1254 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1255 continue;
1497 } 1256 }
1498 1257
1499 if (op->contr->mode & PU_VALUABLES) 1258 if (op->contr->mode & PU_VALUABLES)
1500 { 1259 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1260 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1261 {
1503 pick_up (op, tmp); 1262 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1263 continue;
1507 } 1264 }
1508 } 1265 }
1509 1266
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1267 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1268 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1269 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1270 {
1514 pick_up (op, tmp); 1271 pick_up (op, tmp);
1272 continue;
1515 if (0) 1273 }
1516 fprintf (stderr, "JEWELS\n"); 1274
1275 /* we don't forget dragon food */
1276 if (op->contr->mode & PU_FLESH)
1277 if (tmp->type == FLESH)
1278 {
1279 pick_up (op, tmp);
1517 continue; 1280 continue;
1518 } 1281 }
1519 1282
1520 /* bows and arrows. Bows are good for selling! */ 1283 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1284 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1285 if (tmp->type == BOW)
1523 { 1286 {
1524 pick_up (op, tmp); 1287 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1288 continue;
1528 } 1289 }
1290
1529 if (op->contr->mode & PU_ARROW) 1291 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1292 if (tmp->type == ARROW)
1531 { 1293 {
1532 pick_up (op, tmp); 1294 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1295 continue;
1536 } 1296 }
1537 1297
1538 /* all kinds of armor etc. */ 1298 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1299 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1300 if (tmp->type == ARMOUR)
1541 { 1301 {
1542 pick_up (op, tmp); 1302 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1303 continue;
1546 } 1304 }
1305
1547 if (op->contr->mode & PU_HELMET) 1306 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1307 if (tmp->type == HELMET)
1549 { 1308 {
1550 pick_up (op, tmp); 1309 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1310 continue;
1554 } 1311 }
1312
1555 if (op->contr->mode & PU_SHIELD) 1313 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1314 if (tmp->type == SHIELD)
1557 { 1315 {
1558 pick_up (op, tmp); 1316 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1317 continue;
1562 } 1318 }
1319
1563 if (op->contr->mode & PU_BOOTS) 1320 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1321 if (tmp->type == BOOTS)
1565 { 1322 {
1566 pick_up (op, tmp); 1323 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1324 continue;
1570 } 1325 }
1326
1571 if (op->contr->mode & PU_GLOVES) 1327 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1328 if (tmp->type == GLOVES)
1573 { 1329 {
1574 pick_up (op, tmp); 1330 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1331 continue;
1578 } 1332 }
1333
1579 if (op->contr->mode & PU_CLOAK) 1334 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1335 if (tmp->type == CLOAK)
1581 { 1336 {
1582 pick_up (op, tmp); 1337 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1338 continue;
1586 } 1339 }
1587 1340
1588 /* hoping to catch throwing daggers here */ 1341 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1342 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1343 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1344 {
1592 pick_up (op, tmp); 1345 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1346 continue;
1596 } 1347 }
1597 1348
1598 /* careful: chairs and tables are weapons! */ 1349 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1350 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1353 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1354 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1356 {
1606 pick_up (op, tmp); 1357 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1358 continue;
1610 } 1359 }
1611 } 1360 }
1361
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1362 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1363 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1364 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1365 {
1616 pick_up (op, tmp); 1366 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1367 continue;
1620 } 1368 }
1621 } 1369 }
1622 } 1370 }
1623 1371
1624 /* misc stuff that's useful */ 1372 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1373 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1374 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1375 {
1628 pick_up (op, tmp); 1376 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1377 continue;
1632 } 1378 }
1633 1379
1634 /* any of the last 4 bits set means we use the ratio for value 1380 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1381 * pickups */
1657 continue; 1403 continue;
1658 } 1404 }
1659 } 1405 }
1660 } /* the new pickup model */ 1406 } /* the new pickup model */
1661 } 1407 }
1408
1662 return !stop; 1409 return !stop;
1663} 1410}
1664 1411
1665/* 1412/*
1666 * Find an arrow in the inventory and after that 1413 * Find an arrow in the inventory and after that
1843 if (!dir) 1590 if (!dir)
1844 { 1591 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1593 return 0;
1847 } 1594 }
1595
1848 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1597 bow = op->contr->ranges[range_bow];
1850 else 1598 else
1851 { 1599 {
1852 for (bow = op->inv; bow; bow = bow->below) 1600 for (bow = op->inv; bow; bow = bow->below)
1860 { 1608 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1610 return 0;
1863 } 1611 }
1864 } 1612 }
1613
1865 if (!bow->race || !bow->skill) 1614 if (!bow->race || !bow->skill)
1866 { 1615 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1617 return 0;
1869 } 1618 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1621
1873 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1876 if (bowspeed < 1) 1626 if (bowspeed < 1)
1877 bowspeed = 1; 1627 bowspeed = 1;
1878 1628
1879 if (arrow == NULL) 1629 if (arrow == NULL)
1880 { 1630 {
1886 else 1636 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1637 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1638 return 0;
1889 } 1639 }
1890 } 1640 }
1641
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1643 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1644 return 0;
1895 } 1645
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1646 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1647 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1648 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1649 return 0;
1900 } 1650 }
1901 1651
1902 /* this should not happen, but sometimes does */ 1652 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1653 if (arrow->nrof == 0)
1904 { 1654 {
1905 remove_ob (arrow); 1655 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1656 return 0;
1908 } 1657 }
1909 1658
1910 left = arrow; /* these are arrows left to the player */ 1659 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1660 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1661 if (!arrow)
1913 { 1662 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1664 return 0;
1916 } 1665 }
1917 set_owner (arrow, op); 1666
1667 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1668 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1669 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1670
1924 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1925 { 1672 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1674 op->update_stats ();
1928 } 1675 }
1929 1676
1930 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1936 1683
1937 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1939 */ 1686 */
1940 1687
1942 1689
1943 /* update the speed */ 1690 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1691 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; 1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1693
1947 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1951 1696
1952 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1953 { 1698 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1709 }
1965 1710
1966 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1968 1713
1969 if (bow->slaying != NULL) 1714 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1715 arrow->slaying = bow->slaying;
1971 1716
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1719
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1721 m->insert (arrow, sx, sy, op);
1978 1722
1979 if (!arrow->destroyed ()) 1723 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1724 move_arrow (arrow);
1981 1725
1982 if (op->type == PLAYER) 1726 if (op->type == PLAYER)
2008 } 1752 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1754 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1756 wcmod = -1;
1757
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1758 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1759 }
2015 else if (op->contr->bowtype == bow_threewide) 1760 else if (op->contr->bowtype == bow_threewide)
2016 { 1761 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1762 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1832
2088 if (item->arch) 1833 if (item->arch)
2089 { 1834 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
2092 item->speed = 0; 1837 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1838 }
1839
2095 if ((tmp = is_player_inv (item))) 1840 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1842 }
2098 } 1843 }
2099 else if (item->type == ROD || item->type == HORN) 1844 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1845 drain_rod_charge (item);
2102 }
2103 } 1846 }
2104} 1847}
2105 1848
2106/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
2107 */ 1850 */
2130 case range_misc: 1873 case range_misc:
2131 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
2132 return; 1875 return;
2133 1876
2134 case range_golem: /* Control summoned monsters from scrolls */ 1877 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) 1878 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1879 {
2137 op->contr->ranges[range_golem] = NULL; 1880 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1881 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1882 }
2141 else 1883 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1884 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1885 return;
2144 1886
2251 * 0 otherwise 1993 * 0 otherwise
2252 */ 1994 */
2253static int 1995static int
2254player_attack_door (object *op, object *door) 1996player_attack_door (object *op, object *door)
2255{ 1997{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* 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 - 1999 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
2260 */ 2001 */
2261 object *key = find_key (op, op, door); 2002 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2303 */ 2044 */
2304
2305void 2045void
2306move_player_attack (object *op, int dir) 2046move_player_attack (object *op, int dir)
2307{ 2047{
2308 object *tmp, *mon; 2048 object *tmp, *mon;
2309 sint16 nx, ny; 2049 sint16 nx, ny;
2311 maptile *m; 2051 maptile *m;
2312 2052
2313 nx = freearr_x[dir] + op->x; 2053 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2054 ny = freearr_y[dir] + op->y;
2315 2055
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2317 2057
2318 /* If braced, or can't move to the square, and it is not out of the 2058 /* 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 2059 * 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 2060 * 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 2061 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2073 return; /* Don't think this should happen */
2334 } 2074 }
2335 else 2075 else
2336 m = op->map; 2076 m = op->map;
2337 2077
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2079 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2081 return;
2342 } 2082 }
2343 2083
2344 mon = NULL; 2084 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2085 /* 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. 2086 * 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 2087 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2088 * on the space
2349 */ 2089 */
2350 while (tmp != NULL) 2090 while (tmp)
2351 { 2091 {
2352 if (tmp == op) 2092 if (tmp == op)
2353 { 2093 {
2354 tmp = tmp->above; 2094 tmp = tmp->above;
2355 continue; 2095 continue;
2365 mon = tmp; 2105 mon = tmp;
2366 2106
2367 tmp = tmp->above; 2107 tmp = tmp->above;
2368 } 2108 }
2369 2109
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2110 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2111 return; /* into a wall */
2372 2112
2373 if (mon->head != NULL) 2113 if (mon->head)
2374 mon = mon->head; 2114 mon = mon->head;
2375 2115
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2117 if (player_attack_door (op, mon))
2378 return; 2118 return;
2390 * player owns it and it is either friendly or unagressive. 2130 * player owns it and it is either friendly or unagressive.
2391 */ 2131 */
2392 if ((op->type == PLAYER) 2132 if ((op->type == PLAYER)
2393#if COZY_SERVER 2133#if COZY_SERVER
2394 && 2134 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2135 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2136 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2137#else
2398 && get_owner (mon) == op 2138 && mon->owner == op
2399#endif 2139#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2141 {
2402 /* If we're braced, we don't want to switch places with it */ 2142 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2143 if (op->contr->braced)
2415 * attack them either. 2155 * attack them either.
2416 */ 2156 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2159#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2160 (op->contr->peaceful
2421 || (mon->type == PLAYER 2161 || (mon->type == PLAYER
2422 && mon->contr-> 2162 && mon->contr->
2423 peaceful)) && 2163 peaceful)) &&
2424#else 2164#else
2425 op->contr->peaceful && 2165 op->contr->peaceful &&
2426#endif 2166#endif
2427 !on_battleground)) 2167 !on_battleground))
2428 { 2168 {
2429 if (!op->contr->braced) 2169 if (!op->contr->braced)
2430 { 2170 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2172 (void) push_ob (mon, dir, op);
2433 } 2173 }
2434 else 2174 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2175 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2176
2438 if (op->contr->tmp_invis || op->hide) 2177 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2178 make_visible (op);
2440 } 2179 }
2441 2180
2442 /* If the object is a boulder or other rollable object, then 2181 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2209 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2210
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2212 }
2474 2213
2475 skill_attack (mon, op, 0, NULL, NULL); 2214 skill_attack (mon, op, 0, 0, 0);
2476 2215
2477 /* If attacking another player, that player gets automatic 2216 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2217 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2218 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2219 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2222 {
2484 short luck = mon->stats.luck; 2223 short luck = mon->stats.luck;
2485 2224
2486 mon->contr->has_hit = 1; 2225 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2226 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2227 mon->stats.luck = luck;
2489 } 2228 }
2229
2490 if (action_makes_visible (op)) 2230 if (action_makes_visible (op))
2491 make_visible (op); 2231 make_visible (op);
2492 } 2232 }
2493 } /* if player should attack something */ 2233 } /* if player should attack something */
2494} 2234}
2529 2269
2530 /* Add special check for newcs players and fire on - this way, the 2270 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2271 * server can handle repeat firing.
2532 */ 2272 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2274 op->direction = dir;
2536 }
2537 else 2275 else
2538 {
2539 op->direction = 0; 2276 op->direction = 0;
2540 } 2277
2541 /* Update how the player looks. Use the facing, so direction may 2278 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2279 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2280 * for players.
2544 */ 2281 */
2545 animate_object (op, op->facing); 2282 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2327 /* 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 2328 * 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 2329 * 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. 2330 * put this in a a workaround to clean up the golem pointer.
2594 */ 2331 */
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))) 2332 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2333 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2334
2602 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2337 * called, so we recheck it here.
2605 */ 2338 */
2606 HandleClient (&op->contr->socket, op->contr); 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342
2607 if (op->speed_left < 0) 2343 if (op->speed_left < 0)
2608 return 0; 2344 return 0;
2609 2345
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2346 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2347 {
2620 if (op->speed_left > 0) 2356 if (op->speed_left > 0)
2621 return 1; 2357 return 1;
2622 else 2358 else
2623 return 0; 2359 return 0;
2624 } 2360 }
2361
2625 return 0; 2362 return 0;
2626} 2363}
2627 2364
2628int 2365int
2629save_life (object *op) 2366save_life (object *op)
2630{ 2367{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2368 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2369 return 0;
2635 2370
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2371 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2372 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2373 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2374 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)); 2375 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2376
2641 if (op->contr) 2377 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2378 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2379
2644 free_object (tmp); 2380 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2381 CLEAR_FLAG (op, FLAG_LIFESAVE);
2382
2646 if (op->stats.hp < 0) 2383 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2384 op->stats.hp = op->stats.maxhp;
2385
2648 if (op->stats.food < 0) 2386 if (op->stats.food < 0)
2649 op->stats.food = 999; 2387 op->stats.food = 999;
2650 fix_player (op); 2388
2389 op->update_stats ();
2651 return 1; 2390 return 1;
2652 } 2391 }
2392
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2395 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2396 return 0;
2657} 2397}
2666{ 2406{
2667 object *next; 2407 object *next;
2668 2408
2669 while (op) 2409 while (op)
2670 { 2410 {
2671 next = op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2412
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2414 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2417
2418 op->insert_at (env);
2682 } 2419 }
2683 else if (op->inv) 2420 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2422
2685 op = next; 2423 op = next;
2686 } 2424 }
2687} 2425}
2688
2689 2426
2690/* 2427/*
2691 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2441 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2442 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2443 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2444 else
2708 sprintf (buf, "%s\n", &op->name); 2445 sprintf (buf, "%s\n", &op->name);
2446
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2448 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2450 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2451 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2452 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2453
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2455 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2718 { 2457 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2458 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2459 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2460 strcat (buf2, buf);
2722 } 2461 }
2462
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2463 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2465 strcat (buf2, buf);
2466
2726 return buf2; 2467 return buf2;
2727} 2468}
2728
2729
2730 2469
2731void 2470void
2732do_some_living (object *op) 2471do_some_living (object *op)
2733{ 2472{
2734 int last_food = op->stats.food; 2473 int last_food = op->stats.food;
2743 const int max_grace = 1; 2482 const int max_grace = 1;
2744 2483
2745 if (op->contr->outputs_sync) 2484 if (op->contr->outputs_sync)
2746 { 2485 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2489 }
2751 2490
2752 if (op->contr->state == ST_PLAYING) 2491 if (op->contr->ns->state == ST_PLAYING)
2753 { 2492 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2495 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2497 else
2760 { 2498 {
2761 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2501 }
2502
2764 if (op->contr->gen_sp >= 0) 2503 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2505 else
2767 { 2506 {
2768 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2509 }
2510
2771 if (op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2513 else
2774 { 2514 {
2775 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2533 op->stats.food = last_food;
2794 } 2534 }
2795 } 2535 }
2536
2796 if (max_sp > 1) 2537 if (max_sp > 1)
2797 { 2538 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2539 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2540 if (over_sp > 0)
2800 { 2541 {
2801 if (op->stats.sp < op->stats.maxsp) 2542 if (op->stats.sp < op->stats.maxsp)
2802 { 2543 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2547 op->stats.sp--;
2548
2806 if (op->stats.sp > op->stats.maxsp) 2549 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2550 op->stats.sp = op->stats.maxsp;
2808 } 2551 }
2809 op->last_sp = 0; 2552 op->last_sp = 0;
2810 } 2553 }
2811 else 2554 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2556 }
2816 else 2557 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2559 }
2821 2560
2822 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2563 if (--op->last_grace < 0)
2825 { 2564 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2828 if (max_grace > 1) 2568 if (max_grace > 1)
2829 { 2569 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2571 if (over_grace > 0)
2832 { 2572 {
2860 op->stats.food += op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2601 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2602 op->stats.food = last_food;
2863 } 2603 }
2864 } 2604 }
2605
2865 if (max_hp > 1) 2606 if (max_hp > 1)
2866 { 2607 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2609 if (over_hp > 0)
2869 { 2610 {
2893 2634
2894 if (op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2637 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2898 /* dms do not consume food */ 2640 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2642 op->stats.food--;
2901 } 2643 }
2902 }
2903 2644
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2646 {
2906 object *tmp, *flesh = NULL; 2647 object *tmp, *flesh = 0;
2907 2648
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2650 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2652 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2656 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2658 break;
2918 } 2659 }
2919 else if (tmp->type == FLESH) 2660 else if (tmp->type == FLESH)
2920 flesh = tmp; 2661 flesh = tmp;
2921 } /* End if paid for object */ 2662 } /* End if paid for object */
2922 } /* end of for loop */ 2663 } /* end of for loop */
2664
2923 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2666 * eat flesh instead.
2925 */ 2667 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2669 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2671 manual_apply (op, flesh, 0);
2930 } 2672 }
2931 } /* end if player is starving */ 2673 }
2932 2674
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2935 2677
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2679 kill_player (op);
2680 }
2938} 2681}
2939
2940
2941 2682
2942/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2686 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2716 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..."); 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2718
2978 /* restore player */ 2719 /* restore player */
2979 at = archetype::find ("poisoning"); 2720 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2722 {
2983 remove_ob (tmp); 2723 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2725 }
2987 2726
2988 at = archetype::find ("confusion"); 2727 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2729 {
2992 remove_ob (tmp); 2730 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2732 }
2996 2733
2997 cure_disease (op, 0); /* remove any disease */ 2734 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2736 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2737 op->stats.food = 999;
3001 2738
3002 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2741 {
3006 sprintf (buf, "%s's finger", &op->name); 2742 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2743 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " 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); 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2747 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2751 }
3017 2752
3018 /* teleport defeated player to new destination */ 2753 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2755 op->contr->braced = 0;
3046 op->stats.hp = op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
3047 return; 2782 return;
3048 } 2783 }
3049 sprintf (buf, "%s died.", &op->name); 2784 sprintf (buf, "%s died.", &op->name);
3050 } 2785 }
2786
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2788
3053 /* save the map location for corpse, gravestone */ 2789 /* save the map location for corpse, gravestone */
3054 x = op->x; 2790 x = op->x;
3055 y = op->y; 2791 y = op->y;
3056 map = op->map; 2792 map = op->map;
3057 2793
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
3064 */ 2797 */
3065 2798
3066 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2801 * of death.
3069 */ 2802 */
3070#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2804 if (settings.balanced_stat_loss)
3072 { 2805 {
3073 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2808 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2811 little bit harder. */
3079 /* GD */ 2812 /* GD */
3080 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2814 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2815 else
3086 { 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
3087 num_stats_lose = 1; 2819 num_stats_lose = 1;
3088 } 2820
3089 lost_a_stat = 0; 2821 lost_a_stat = 0;
3090 2822
3091 for (z = 0; z < num_stats_lose; z++) 2823 for (z = 0; z < num_stats_lose; z++)
3092 { 2824 {
3093 i = RANDOM () % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
3094 2826
3095 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3096 { 2828 {
3097 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2830 * what he lost.
3099 */ 2831 */
3100 change_attr_value (&(op->stats), i, -1); 2832 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2833 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2837 lost_a_stat = 1;
2838 }
2839 else
2840 {
2841 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion");
2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2847 {
2848 dep = arch_to_object (deparch);
2849 insert_ob_in_ob (dep, op);
3106 } 2850 }
3107 else 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
3108 { 2853 {
3109 /* deplete a stat */ 2854 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2855 /* Get the stat that we're about to deplete. */
3111 object *dep; 2856 this_stat = get_attr_value (&(dep->stats), i);
3112 2857 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2858 {
3116 dep = arch_to_object (deparch); 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2860 int keep_chance = this_stat * this_stat;
3118 } 2861
3119 lose_this_stat = 1; 2862 /* 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) 2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2868 {
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; 2869 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2871 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 } 2872 }
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 */ 2873 else
3161 if (this_stat >= -50)
3162 { 2874 {
3163 change_attr_value (&(dep->stats), i, -1); 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2880 }
3169 } 2881 }
3170 } 2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2894 {
2895 change_attr_value (&(dep->stats), i, -1);
2896 SET_FLAG (dep, FLAG_APPLIED);
2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898 op->update_stats ();
2899 lost_a_stat = 1;
2900 }
3171 } 2901 }
2902 }
2903 }
3172 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2905 if (!lost_a_stat)
3174 { 2906 {
3175 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2908 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2909 const char *god = determine_god (op);
3178 2910
3179 if (god && (strcmp (god, "none"))) 2911 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); 2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2913 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2915 }
2916#else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2918#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 2919
3187 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2921 * exp loss on the stone.
3189 */ 2922 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2925 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2927 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); 2928 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; 2929 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2932
3200 /**************************************/ 2933 /**************************************/
3201 /* */ 2934 /* */
3202 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
3205 /* */ 2938 /* */
3206
3207 /**************************************/ 2939 /**************************************/
3208 2940
3209 /* remove any poisoning and confusion the character may be suffering. */ 2941 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2942 /* restore player */
3211 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
2945
3213 if (tmp) 2946 if (tmp)
3214 { 2947 {
3215 remove_ob (tmp); 2948 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2950 }
3219 2951
3220 at = archetype::find ("confusion"); 2952 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2954 if (tmp)
3223 { 2955 {
3224 remove_ob (tmp); 2956 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2958 }
2959
3228 cure_disease (op, 0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
3229 2961
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2963 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2964 if (op->stats.food < 100)
3233 op->stats.food = 900; 2965 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2969
3238 /* 2970 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2973 * in the map.
3242 */ 2974 */
3243 2975
3244 if (is_in_shop (op)) 2976 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
3246 2978
3247 /****************************************/ 2979 /****************************************/
3248 /* */ 2980 /* */
3249 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
3251 /* */ 2983 /* */
3252
3253 /****************************************/ 2984 /****************************************/
3254 2985
3255 enter_player_savebed (op); 2986 enter_player_savebed (op);
3256 2987
3257 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 2989 * chance of abuse.
3259 */ 2990 */
3260 op->contr->braced = 0; 2991 op->contr->braced = 0;
3261 save_player (op, 1); 2992 op->contr->save ();
3262 2993
3263 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2997 * on the space that might harm the player.
3267 */ 2998 */
3268 will_kill_again = 0; 2999 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
3273 } 3003
3274 if (will_kill_again) 3004 if (will_kill_again)
3275 { 3005 {
3276 object *force; 3006 object *force;
3277 int at; 3007 int at;
3278 3008
3279 force = get_archetype (FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3011 force->speed = 0.1;
3282 force->speed_left = -5.0; 3012 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3014 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3016 force->resist[at] = 100;
3288 } 3017
3289 insert_ob_in_ob (force, op); 3018 insert_ob_in_ob (force, op);
3290 fix_player (op); 3019 op->update_stats ();
3291 3020
3292 } 3021 }
3293 3022
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3023 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} 3024}
3363
3364 3025
3365void 3026void
3366loot_object (object *op) 3027loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3028{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3029 object *tmp, *tmp2, *next;
3369 3030
3370 if (op->container) 3031 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3032 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3033
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3034 for (tmp = op->inv; tmp; tmp = next)
3376 { 3035 {
3377 next = tmp->below; 3036 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3037
3038 if (tmp->invisible)
3379 continue; 3039 continue;
3380 remove_ob (tmp); 3040
3041 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3043 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3044 { /* empty container to ground */
3384 loot_object (tmp); 3045 loot_object (tmp);
3385 } 3046 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3047 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3048 {
3388 if (tmp->nrof > 1) 3049 if (tmp->nrof > 1)
3389 { 3050 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3051 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3052 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3053 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3054 }
3394 else 3055 else
3395 free_object (tmp); 3056 tmp->destroy ();
3396 } 3057 }
3397 else 3058 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3059 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3060 }
3400} 3061}
3406 */ 3067 */
3407 3068
3408void 3069void
3409fix_weight (void) 3070fix_weight (void)
3410{ 3071{
3411 player *pl; 3072 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3073 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3075
3417 if (old == sum) 3076 if (old == sum)
3418 continue; 3077 continue;
3419 fix_player (pl->ob); 3078 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3080 }
3422} 3081}
3423 3082
3424void 3083void
3425fix_luck (void) 3084fix_luck (void)
3426{ 3085{
3427 player *pl; 3086 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3088 pl->ob->change_luck (0);
3432} 3089}
3433
3434 3090
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3438 */ 3094 */
3439
3440void 3095void
3441cast_dust (object *op, object *throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3442{ 3097{
3443 object *skop, *spob; 3098 object *skop, *spob;
3444 3099
3465 if (op->type == PLAYER) 3120 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3121 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3122
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3123 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3124
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3125 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3126}
3474 3127
3475void 3128void
3476make_visible (object *op) 3129make_visible (object *op)
3477{ 3130{
3491 object *tmp = NULL; 3144 object *tmp = NULL;
3492 3145
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3147 return 1;
3495 3148
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; 3149 return 0;
3502} 3150}
3503 3151
3504/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3268 if (mflags & P_OUT_OF_MAP)
3621 continue; 3269 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3271 continue;
3624 3272
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3274 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3276 return 1;
3629 else if (tmp->type == PLAYER) 3277 else if (tmp->type == PLAYER)
3630 { 3278 {
3660 if (pl->type != PLAYER) 3308 if (pl->type != PLAYER)
3661 { 3309 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3310 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3311 return -1;
3664 } 3312 }
3313
3665 if (!pl || !op) 3314 if (!pl || !op)
3666 return 0; 3315 return 0;
3667 3316
3668 if (op->head)
3669 {
3670 op = op->head; 3317 op = op->head_ ();
3671 } 3318
3672 get_rangevector (pl, op, &rv, 0x1); 3319 get_rangevector (pl, op, &rv, 0x1);
3673 3320
3674 /* starting with the 'head' part, lets loop 3321 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3322 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3323 * part that is in the los array but isnt on
3684 3331
3685 /* only the viewable area the player sees is updated by LOS 3332 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3333 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3334 * for any meaningful values.
3688 */ 3335 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3339 return 1;
3693 op = op->more; 3340 op = op->more;
3694 } 3341 }
3695 return 0; 3342 return 0;
3696} 3343}
3882 { 3529 {
3883 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3531 object *skin;
3885 3532
3886 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3534 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); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3536 ;
3537
3888 if (skin == NULL) 3538 if (!skin)
3889 return; 3539 return;
3890 3540
3891 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3543 {

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