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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 1.75 by root, Sat Dec 30 21:15:59 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
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 166}
198 167
199/* This no longer sets the player map. Also, it now updates 168void
200 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
201 * Caller is responsible for setting the correct map.
202 */
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{ 170{
213 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
214 int i;
215 172
216 if (!p) 173 EXIT_PATH (tmp) = maplevel;
217 { 174 EXIT_X (tmp) = ob->x;
218 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
219 177
220 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
221 * complexity here because we want to add the new player at the 179}
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;
227 180
228 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
229 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
230 if (tmp != NULL) 183void
231 tmp->next = p; 184player::connect (client *ns)
232 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
233 first_player = p; 190 first_player = this;
234 191
235 p->next = NULL; 192 ns->update_look = 0;
236 } 193 ns->look_position = 0;
237 194
238 /* Clears basically the entire player structure except 195 clear_los (ob);
239 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 217 */
241 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
242 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate (1);
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate (1);
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats ();
304}
305
306player::player ()
307{
243 /* There are some elements we want initialized to non zero value - 308 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 309 * we deal with that below this point.
245 */ 310 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 311 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 312 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 313 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 314
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 315 assign (savebed_map, first_map_path); /* Init. respawn position */
257 316
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; 317 gen_sp_armour = 10;
272 p->last_speed = -1; 318 last_speed = -1;
273 p->shoottype = range_none; 319 shoottype = range_none;
274 p->bowtype = bow_normal; 320 bowtype = bow_normal;
275 p->petmode = pet_normal; 321 petmode = pet_normal;
276 p->listening = 10; 322 listening = 10;
277 p->usekeys = containers; 323 usekeys = containers;
278 p->last_weapon_sp = -1; 324 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 325 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 326 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);
288 327
289 /* we need to clear these to -1 and not zero - otherwise, 328 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 329 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 330 * send new values to the client, as things like exp start
292 * at zero. 331 * at zero.
293 */ 332 */
294 for (i = 0; i < NUM_SKILLS; i++) 333 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 334 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 335
298 }
299 for (i = 0; i < NROFATTACKS; i++) 336 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 337 last_resist[i] = -1;
302 } 338
303 p->last_stats.exp = -1; 339 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 340 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 341}
310 342
311/* This loads the first map an puts the player on it. */ 343void
312static void 344player::do_destroy ()
313set_first_map (object *op)
314{ 345{
315 strcpy (op->contr->maplevel, first_map_path); 346 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 347
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372
373 if (ob)
374 {
375 ob->destroy_inv (false);
376 ob->destroy ();
377 }
378}
379
380player::~player ()
381{
382 /* Clear item stack */
383 free (stack_items);
384}
385
321/* Tries to add player on the connection passwd in ns. 386/* 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 387 * All we can really get in this is some settings like host and display
323 * mode. 388 * mode.
324 */ 389 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 390player *
391player::create ()
392{
393 player *pl = new player;
330 394
331 p = get_player (NULL); 395 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));
334 396
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; 397 return pl;
354} 398}
355 399
356/* 400/*
357 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
367 { 411 {
368 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
369 at = first_archetype; 413 at = first_archetype;
370 else 414 else
371 at = at->next; 415 at = at->next;
416
372 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
373 return at; 418 return at;
419
374 if (at == start) 420 if (at == start)
375 { 421 {
376 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 423 exit (-1);
378 } 424 }
379 } 425 }
380} 426}
381 427
382
383object * 428object *
384get_nearest_player (object *mon) 429get_nearest_player (object *mon)
385{ 430{
386 object *op = NULL; 431 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 432 objectlink *ol;
389 unsigned lastdist; 433 unsigned lastdist;
390 rv_vector rv; 434 rv_vector rv;
391 435
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 468 {
425 op = ol->ob; 469 op = ol->ob;
426 lastdist = rv.distance; 470 lastdist = rv.distance;
427 } 471 }
428 } 472 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 473
430 { 474 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 475 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 476 if (lastdist > rv.distance)
435 { 477 {
436 op = pl->ob; 478 op = pl->ob;
437 lastdist = rv.distance; 479 lastdist = rv.distance;
438 } 480 }
439 } 481
440 }
441#if 0 482#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 483 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 484#endif
444 return op; 485 return op;
445} 486}
463 * circling behaviour. Unfortunately, this function is also used to determined 504 * 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 505 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 506 * is probably not a good thing.
466 */ 507 */
467#define MAX_SPACES 50 508#define MAX_SPACES 50
468
469 509
470/* 510/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 511 * 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 512 * 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 513 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 686 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 687 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 688 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 690 {
651 remove_ob (op); 691 op->destroy ();
652 free_object (op);
653 continue; 692 continue;
654 } 693 }
655 } 694 }
656 695
657 /* This really needs to be better - we should really give 696 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 707 if (tmp->type == op->type && tmp->name == op->name)
669 break; 708 break;
670 709
671 if (tmp) 710 if (tmp)
672 { 711 {
673 remove_ob (op); 712 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 714 continue;
677 } 715 }
716
678 if (op->nrof > 1) 717 if (op->nrof > 1)
679 op->nrof = 1; 718 op->nrof = 1;
680 } 719 }
681 720
682 if (op->type == SPELLBOOK && op->inv) 721 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 733 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 734 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 735 }
697 if (op->type == SPELL) 736 if (op->type == SPELL)
698 { 737 {
699 remove_ob (op); 738 op->destroy ();
700 free_object (op);
701 continue; 739 continue;
702 } 740 }
703 else if (op->type == SKILL) 741 else if (op->type == SKILL)
704 { 742 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
715 link_player_skills (pl); 753 link_player_skills (pl);
716} 754}
717 755
718void 756void
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) 757get_party_password (object *op, partylist *party)
803{ 758{
804 if (party == NULL) 759 if (party == NULL)
805 { 760 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 762 return;
808 } 763 }
764
809 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 769}
814
815 770
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 772static int
818roll_stat (void) 773roll_stat (void)
819{ 774{
820 int a[4], i, j, k; 775 int a[4], i, j, k;
821 776
822 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 781 if (a[i] < k)
827 k = a[i], j = i; 782 k = a[i], j = i;
828 783
829 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 785 if (i != j)
832 k += a[i]; 786 k += a[i];
833 } 787
834 return k; 788 return k;
835} 789}
836 790
837void 791void
838roll_stats (object *op) 792object::roll_stats ()
839{ 793{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 794 int statsort [7];
843 795
844 do 796 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 } 797 {
855 while (sum < 82 || sum > 116); 798 int sum = 0;
799 for (int i = 7; i--; )
800 sum += statsort [i] = roll_stat ();
856 801
802 if (sum >= 82 && sum <= 116)
803 break;
804 }
805
857 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 807 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;
865 808
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]; 809 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 810 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 811 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 812 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 813 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 814 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 815 stats.Cha = statsort[6];
890 816
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; 817 stats.exp = 0;
902 op->stats.ac = 0; 818 stats.ac = 0;
903 819
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; 820 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 821 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 822 stats.grace = stats.maxgrace;
823
824 if (contr)
825 {
826 contr->levhp[1] = 9;
827 contr->levsp[1] = 6;
828 contr->levgrace[1] = 3;
829
912 op->contr->orig_stats = op->stats; 830 contr->orig_stats = stats;
831 }
913} 832}
914 833
915void 834void
916Roll_Again (object *op) 835object::swap_stats (int a, int b)
917{ 836{
918 esrv_new_player (op->contr, 0); 837 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 838 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)? "); 839 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 840
923void 841 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 842 stats.Dex = contr->orig_stats.Dex;
843 stats.Con = contr->orig_stats.Con;
844 stats.Int = contr->orig_stats.Int;
845 stats.Wis = contr->orig_stats.Wis;
846 stats.Pow = contr->orig_stats.Pow;
847 stats.Cha = contr->orig_stats.Cha;
848
849 //TODO: the following code looks so borked and should, at the very least,
850 // be merged with the similar code in roll_stats
851 stats.ac = 0;
852
853 level = 1;
854 stats.exp = 0;
855 stats.ac = 0;
856
857 stats.hp = stats.maxhp;
858 stats.sp = stats.maxsp;
859 stats.grace = stats.maxgrace;
860
861 if (contr)
862 {
863 contr->levhp[1] = 9;
864 contr->levsp[1] = 6;
865 contr->levgrace[1] = 3;
866
867 contr->orig_stats = stats;
868 }
869}
870
871static void
872start_info (object *op)
925{ 873{
926 signed char tmp;
927 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
928 875
929 if (op->contr->Swap_First == -1) 876 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); 877 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 878 //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); 879 //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} 880}
1044 881
1045/* This function takes the key that is passed, and does the 882/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 883 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 884 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 885 * separate race and class; this actually changes the RACE,
1049 * not the class. 886 * not the class.
1050 */ 887 */
1051
1052int 888int
1053key_change_class (object *op, char key) 889key_change_class (object *op, char key)
1054{ 890{
1055 int tmp_loop; 891 int tmp_loop;
1056 892
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') 893 if (key == 'd' || key == 'D')
1064 { 894 {
1065 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1066 896
1067 /* this must before then initial items are given */ 897 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 898 esrv_new_player (op->contr, op->weight + op->carrying);
899
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 900 treasurelist *tl = find_treasurelist ("starting_wealth");
901 if (tl)
902 create_treasure (tl, op, 0, 0, 0);
1070 903
1071 INVOKE_PLAYER (BIRTH, op->contr); 904 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 905 INVOKE_PLAYER (LOGIN, op->contr);
1073 906
1074 op->contr->state = ST_PLAYING; 907 op->contr->ns->state = ST_PLAYING;
1075 908
1076 if (op->msg) 909 if (op->msg)
1077 op->msg = NULL; 910 op->msg = NULL;
1078 911
1079 /* We create this now because some of the unique maps will need it 912 /* We create this now because some of the unique maps will need it
1088 start_info (op); 921 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 922 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 923 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 924 link_player_skills (op);
1092 esrv_send_inventory (op, op); 925 esrv_send_inventory (op, op);
1093 fix_player (op); 926 op->update_stats ();
1094 927
1095 /* This moves the player to a different start map, if there 928 /* This moves the player to a different start map, if there
1096 * is one for this race 929 * is one for this race
1097 */ 930 */
1098 if (*first_map_ext_path) 931 if (*first_map_ext_path)
1099 { 932 {
1100 object *tmp; 933 object *tmp;
1101 char mapname[MAX_BUF]; 934 char mapname[MAX_BUF];
1102 935
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 936 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 937 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 938 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 939 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 940 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 941 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 942 * if the map isn't there, then stay on the
1110 * default initial map */ 943 * default initial map */
1111 free_object (tmp); 944 tmp->destroy ();
1112 } 945 }
1113 else 946 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 947 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 948
1117 return 0; 949 return 0;
1118 } 950 }
1119 951
1120 /* Following actually changes the race - this is the default command 952 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 953 * if we don't match with one of the options above.
1125 while (!tmp_loop) 957 while (!tmp_loop)
1126 { 958 {
1127 shstr name = op->name; 959 shstr name = op->name;
1128 int x = op->x, y = op->y; 960 int x = op->x, y = op->y;
1129 961
1130 remove_statbonus (op); 962 op->remove_statbonus ();
1131 remove_ob (op); 963 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 964 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 965 op->arch->clone.copy_to (op);
1134 op->instantiate (); 966 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 967 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 968 op->name = op->name_pl = name;
1137 op->x = x; 969 op->x = x;
1138 op->y = y; 970 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 971 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 972 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 973 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 974 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 975 tmp_loop = allowed_class (op);
1144 } 976 }
1145 977
1146 update_object (op, UP_OBJ_FACE); 978 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 979 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 980 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 981 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 982 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 983 op->stats.grace = 0;
1152 984
1153 if (op->msg) 985 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 986 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 987
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 988 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; 989 return 0;
1158} 990}
1159 991
1160int 992int
1161key_confirm_quit (object *op, char key) 993key_confirm_quit (object *op, char key)
1162{ 994{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 996 {
1167 op->contr->state = ST_PLAYING; 997 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 999 return 1;
1170 } 1000 }
1171 1001
1172 INVOKE_PLAYER (LOGOUT, op->contr); 1002 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 1003 INVOKE_PLAYER (QUIT, op->contr);
1174 1004
1005 op->contr->enable_save = false;
1006
1175 terminate_all_pets (op); 1007 terminate_all_pets (op);
1176 leave_map (op); 1008 op->remove ();
1177 op->direction = 0; 1009 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 1011
1180 strcpy (op->contr->killer, "quit"); 1012 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1013 check_score (op);
1182 op->contr->party = NULL; 1014 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1185 1017
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; 1018 return 1;
1207} 1019}
1208 1020
1209void 1021void
1210flee_player (object *op) 1022flee_player (object *op)
1241 { 1053 {
1242 op->enemy = NULL; 1054 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1055 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1056 return;
1245 } 1057 }
1058
1246 get_rangevector (op, op->enemy, &rv, 0); 1059 get_rangevector (op, op->enemy, &rv, 0);
1247 1060
1248 dir = absdir (4 + rv.direction); 1061 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1062 for (diff = 0; diff < 3; diff++)
1250 { 1063 {
1251 int m = 1 - (RANDOM () & 2); 1064 int m = 1 - (RANDOM () & 2);
1252 1065
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1066 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1067 return;
1256 }
1257 } 1068 }
1069
1258 /* Cornered, get rid of scared */ 1070 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1071 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1072 op->enemy = NULL;
1261} 1073}
1262 1074
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1160 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)))); 1161 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1162 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1163 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)))); 1164 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1165
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1166 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 } 1167 }
1168
1384 /* philosophy: 1169 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1170 * 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 1171 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1172 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1173 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1174 * example.
1390 * The drawback: right now it has no frontend, so you need to 1175 * 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 1176 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1177 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1211 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1212 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1213 if (tmp->type == FOOD)
1429 { 1214 {
1430 pick_up (op, tmp); 1215 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1216 continue;
1434 } 1217 }
1218
1435 if (op->contr->mode & PU_DRINK) 1219 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1221 {
1438 pick_up (op, tmp); 1222 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1223 continue;
1442 } 1224 }
1443 1225
1444 if (op->contr->mode & PU_POTION) 1226 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1227 if (tmp->type == POTION)
1446 { 1228 {
1447 pick_up (op, tmp); 1229 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1230 continue;
1451 } 1231 }
1452 1232
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1233 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1234 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1235 if (tmp->type == SPELLBOOK)
1456 { 1236 {
1457 pick_up (op, tmp); 1237 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1238 continue;
1461 } 1239 }
1240
1462 if (op->contr->mode & PU_SKILLSCROLL) 1241 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1242 if (tmp->type == SKILLSCROLL)
1464 { 1243 {
1465 pick_up (op, tmp); 1244 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1245 continue;
1469 } 1246 }
1247
1470 if (op->contr->mode & PU_READABLES) 1248 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1250 {
1473 pick_up (op, tmp); 1251 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1252 continue;
1477 } 1253 }
1478 1254
1479 /* wands/staves/rods/horns */ 1255 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1258 {
1483 pick_up (op, tmp); 1259 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1260 continue;
1487 } 1261 }
1488 1262
1489 /* pick up all magical items */ 1263 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1264 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1266 {
1493 pick_up (op, tmp); 1267 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1268 continue;
1497 } 1269 }
1498 1270
1499 if (op->contr->mode & PU_VALUABLES) 1271 if (op->contr->mode & PU_VALUABLES)
1500 { 1272 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1273 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1274 {
1503 pick_up (op, tmp); 1275 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1276 continue;
1507 } 1277 }
1508 } 1278 }
1509 1279
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1280 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1281 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1282 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1283 {
1514 pick_up (op, tmp); 1284 pick_up (op, tmp);
1285 continue;
1515 if (0) 1286 }
1516 fprintf (stderr, "JEWELS\n"); 1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1517 continue; 1293 continue;
1518 } 1294 }
1519 1295
1520 /* bows and arrows. Bows are good for selling! */ 1296 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1297 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1298 if (tmp->type == BOW)
1523 { 1299 {
1524 pick_up (op, tmp); 1300 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1301 continue;
1528 } 1302 }
1303
1529 if (op->contr->mode & PU_ARROW) 1304 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1305 if (tmp->type == ARROW)
1531 { 1306 {
1532 pick_up (op, tmp); 1307 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1308 continue;
1536 } 1309 }
1537 1310
1538 /* all kinds of armor etc. */ 1311 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1312 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1313 if (tmp->type == ARMOUR)
1541 { 1314 {
1542 pick_up (op, tmp); 1315 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1316 continue;
1546 } 1317 }
1318
1547 if (op->contr->mode & PU_HELMET) 1319 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1320 if (tmp->type == HELMET)
1549 { 1321 {
1550 pick_up (op, tmp); 1322 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1323 continue;
1554 } 1324 }
1325
1555 if (op->contr->mode & PU_SHIELD) 1326 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1327 if (tmp->type == SHIELD)
1557 { 1328 {
1558 pick_up (op, tmp); 1329 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1330 continue;
1562 } 1331 }
1332
1563 if (op->contr->mode & PU_BOOTS) 1333 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1334 if (tmp->type == BOOTS)
1565 { 1335 {
1566 pick_up (op, tmp); 1336 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1337 continue;
1570 } 1338 }
1339
1571 if (op->contr->mode & PU_GLOVES) 1340 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1341 if (tmp->type == GLOVES)
1573 { 1342 {
1574 pick_up (op, tmp); 1343 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1344 continue;
1578 } 1345 }
1346
1579 if (op->contr->mode & PU_CLOAK) 1347 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1348 if (tmp->type == CLOAK)
1581 { 1349 {
1582 pick_up (op, tmp); 1350 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1351 continue;
1586 } 1352 }
1587 1353
1588 /* hoping to catch throwing daggers here */ 1354 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1355 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1357 {
1592 pick_up (op, tmp); 1358 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1359 continue;
1596 } 1360 }
1597 1361
1598 /* careful: chairs and tables are weapons! */ 1362 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1363 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1366 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1369 {
1606 pick_up (op, tmp); 1370 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1371 continue;
1610 } 1372 }
1611 } 1373 }
1374
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1375 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1376 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1378 {
1616 pick_up (op, tmp); 1379 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1380 continue;
1620 } 1381 }
1621 } 1382 }
1622 } 1383 }
1623 1384
1624 /* misc stuff that's useful */ 1385 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1386 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1388 {
1628 pick_up (op, tmp); 1389 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1390 continue;
1632 } 1391 }
1633 1392
1634 /* any of the last 4 bits set means we use the ratio for value 1393 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1394 * pickups */
1657 continue; 1416 continue;
1658 } 1417 }
1659 } 1418 }
1660 } /* the new pickup model */ 1419 } /* the new pickup model */
1661 } 1420 }
1421
1662 return !stop; 1422 return !stop;
1663} 1423}
1664 1424
1665/* 1425/*
1666 * Find an arrow in the inventory and after that 1426 * Find an arrow in the inventory and after that
1843 if (!dir) 1603 if (!dir)
1844 { 1604 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1606 return 0;
1847 } 1607 }
1608
1848 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1850 else 1611 else
1851 { 1612 {
1852 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1860 { 1621 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1623 return 0;
1863 } 1624 }
1864 } 1625 }
1626
1865 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1866 { 1628 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1630 return 0;
1869 } 1631 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1634
1873 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1876 if (bowspeed < 1) 1639 if (bowspeed < 1)
1877 bowspeed = 1; 1640 bowspeed = 1;
1878 1641
1879 if (arrow == NULL) 1642 if (arrow == NULL)
1880 { 1643 {
1886 else 1649 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1651 return 0;
1889 } 1652 }
1890 } 1653 }
1654
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1657 return 0;
1895 } 1658
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1660 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1662 return 0;
1900 } 1663 }
1901 1664
1902 /* this should not happen, but sometimes does */ 1665 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1666 if (arrow->nrof == 0)
1904 { 1667 {
1905 remove_ob (arrow); 1668 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1669 return 0;
1908 } 1670 }
1909 1671
1910 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1674 if (!arrow)
1913 { 1675 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1677 return 0;
1916 } 1678 }
1917 set_owner (arrow, op); 1679
1680 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1682 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1683
1924 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1925 { 1685 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1687 op->update_stats ();
1928 } 1688 }
1929 1689
1930 SET_ANIMATION (arrow, arrow->direction); 1690 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1692 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1693 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1694 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1695 arrow->spellarg = strdup (arrow->slaying);
1936 1696
1937 /* Note that this was different for monsters - they got their level 1697 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1698 * added to the damage. I think the strength bonus is more proper.
1939 */ 1699 */
1940 1700
1942 1702
1943 /* update the speed */ 1703 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1704 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; 1705 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1706
1947 if (arrow->speed < 1.0) 1707 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1708 arrow->speed_left = 0;
1951 1709
1952 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1953 { 1711 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1722 }
1965 1723
1966 if (arrow->attacktype == AT_PHYSICAL) 1724 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1725 arrow->attacktype |= bow->attacktype;
1968 1726
1969 if (bow->slaying != NULL) 1727 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1728 arrow->slaying = bow->slaying;
1971 1729
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1730 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1732
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1733 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1734 m->insert (arrow, sx, sy, op);
1978 1735
1979 if (!arrow->destroyed ()) 1736 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1737 move_arrow (arrow);
1981 1738
1982 if (op->type == PLAYER) 1739 if (op->type == PLAYER)
2008 } 1765 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1766 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1767 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1768 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1769 wcmod = -1;
1770
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1771 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1772 }
2015 else if (op->contr->bowtype == bow_threewide) 1773 else if (op->contr->bowtype == bow_threewide)
2016 { 1774 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1775 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1845
2088 if (item->arch) 1846 if (item->arch)
2089 { 1847 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1848 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1849 item->face = item->arch->clone.face;
2092 item->speed = 0; 1850 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1851 }
1852
2095 if ((tmp = is_player_inv (item))) 1853 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1854 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1855 }
2098 } 1856 }
2099 else if (item->type == ROD || item->type == HORN) 1857 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1858 drain_rod_charge (item);
2102 }
2103 } 1859 }
2104} 1860}
2105 1861
2106/* Received a fire command for the player - go and do it. 1862/* Received a fire command for the player - go and do it.
2107 */ 1863 */
2130 case range_misc: 1886 case range_misc:
2131 fire_misc_object (op, dir); 1887 fire_misc_object (op, dir);
2132 return; 1888 return;
2133 1889
2134 case range_golem: /* Control summoned monsters from scrolls */ 1890 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) 1891 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1892 {
2137 op->contr->ranges[range_golem] = NULL; 1893 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1894 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1895 }
2141 else 1896 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1897 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1898 return;
2144 1899
2251 * 0 otherwise 2006 * 0 otherwise
2252 */ 2007 */
2253static int 2008static int
2254player_attack_door (object *op, object *door) 2009player_attack_door (object *op, object *door)
2255{ 2010{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2011 /* 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 - 2012 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2013 * otherwise, we fall through to the rest of the code.
2260 */ 2014 */
2261 object *key = find_key (op, op, door); 2015 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2053 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2054 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2055 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2056 * going to try and move (not fire weapons).
2303 */ 2057 */
2304
2305void 2058void
2306move_player_attack (object *op, int dir) 2059move_player_attack (object *op, int dir)
2307{ 2060{
2308 object *tmp, *mon; 2061 object *tmp, *mon;
2309 sint16 nx, ny; 2062 sint16 nx, ny;
2311 maptile *m; 2064 maptile *m;
2312 2065
2313 nx = freearr_x[dir] + op->x; 2066 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2067 ny = freearr_y[dir] + op->y;
2315 2068
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2069 on_battleground = op_on_battleground (op, 0, 0);
2317 2070
2318 /* If braced, or can't move to the square, and it is not out of the 2071 /* 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 2072 * 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 2073 * 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 2074 * player. This is a pretty nasty hack, because if we could
2333 return; /* Don't think this should happen */ 2086 return; /* Don't think this should happen */
2334 } 2087 }
2335 else 2088 else
2336 m = op->map; 2089 m = op->map;
2337 2090
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2339 { 2092 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2341 return; 2094 return;
2342 } 2095 }
2343 2096
2344 mon = NULL; 2097 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2098 /* 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. 2099 * 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 2100 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2101 * on the space
2349 */ 2102 */
2350 while (tmp != NULL) 2103 while (tmp)
2351 { 2104 {
2352 if (tmp == op) 2105 if (tmp == op)
2353 { 2106 {
2354 tmp = tmp->above; 2107 tmp = tmp->above;
2355 continue; 2108 continue;
2365 mon = tmp; 2118 mon = tmp;
2366 2119
2367 tmp = tmp->above; 2120 tmp = tmp->above;
2368 } 2121 }
2369 2122
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2123 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2124 return; /* into a wall */
2372 2125
2373 if (mon->head != NULL) 2126 if (mon->head)
2374 mon = mon->head; 2127 mon = mon->head;
2375 2128
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2129 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2130 if (player_attack_door (op, mon))
2378 return; 2131 return;
2390 * player owns it and it is either friendly or unagressive. 2143 * player owns it and it is either friendly or unagressive.
2391 */ 2144 */
2392 if ((op->type == PLAYER) 2145 if ((op->type == PLAYER)
2393#if COZY_SERVER 2146#if COZY_SERVER
2394 && 2147 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2148 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2149 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2150#else
2398 && get_owner (mon) == op 2151 && mon->owner == op
2399#endif 2152#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2153 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2154 {
2402 /* If we're braced, we don't want to switch places with it */ 2155 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2156 if (op->contr->braced)
2415 * attack them either. 2168 * attack them either.
2416 */ 2169 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2170 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2171 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2172#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2173 (op->contr->peaceful
2421 || (mon->type == PLAYER 2174 || (mon->type == PLAYER
2422 && mon->contr-> 2175 && mon->contr->
2423 peaceful)) && 2176 peaceful)) &&
2424#else 2177#else
2425 op->contr->peaceful && 2178 op->contr->peaceful &&
2426#endif 2179#endif
2427 !on_battleground)) 2180 !on_battleground))
2428 { 2181 {
2429 if (!op->contr->braced) 2182 if (!op->contr->braced)
2430 { 2183 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2184 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2185 (void) push_ob (mon, dir, op);
2433 } 2186 }
2434 else 2187 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2188 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2189
2438 if (op->contr->tmp_invis || op->hide) 2190 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2191 make_visible (op);
2440 } 2192 }
2441 2193
2442 /* If the object is a boulder or other rollable object, then 2194 /* If the object is a boulder or other rollable object, then
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2222 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2223
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2224 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2225 }
2474 2226
2475 skill_attack (mon, op, 0, NULL, NULL); 2227 skill_attack (mon, op, 0, 0, 0);
2476 2228
2477 /* If attacking another player, that player gets automatic 2229 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2230 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2231 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2232 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2234 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2235 {
2484 short luck = mon->stats.luck; 2236 short luck = mon->stats.luck;
2485 2237
2486 mon->contr->has_hit = 1; 2238 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2239 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2240 mon->stats.luck = luck;
2489 } 2241 }
2242
2490 if (action_makes_visible (op)) 2243 if (action_makes_visible (op))
2491 make_visible (op); 2244 make_visible (op);
2492 } 2245 }
2493 } /* if player should attack something */ 2246 } /* if player should attack something */
2494} 2247}
2529 2282
2530 /* Add special check for newcs players and fire on - this way, the 2283 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2284 * server can handle repeat firing.
2532 */ 2285 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2286 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2287 op->direction = dir;
2536 }
2537 else 2288 else
2538 {
2539 op->direction = 0; 2289 op->direction = 0;
2540 } 2290
2541 /* Update how the player looks. Use the facing, so direction may 2291 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2292 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2293 * for players.
2544 */ 2294 */
2545 animate_object (op, op->facing); 2295 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2340 /* 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 2341 * 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 2342 * 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. 2343 * put this in a a workaround to clean up the golem pointer.
2594 */ 2344 */
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))) 2345 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2346 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2347
2602 /* call this here - we also will call this in do_ericserver, but 2348 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2349 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2350 * called, so we recheck it here.
2605 */ 2351 */
2606 HandleClient (&op->contr->socket, op->contr); 2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2354 ;
2355
2607 if (op->speed_left < 0) 2356 if (op->speed_left < 0)
2608 return 0; 2357 return 0;
2609 2358
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2359 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2360 {
2620 if (op->speed_left > 0) 2369 if (op->speed_left > 0)
2621 return 1; 2370 return 1;
2622 else 2371 else
2623 return 0; 2372 return 0;
2624 } 2373 }
2374
2625 return 0; 2375 return 0;
2626} 2376}
2627 2377
2628int 2378int
2629save_life (object *op) 2379save_life (object *op)
2630{ 2380{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2381 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2382 return 0;
2635 2383
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2384 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2385 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2386 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2387 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)); 2388 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2389
2641 if (op->contr) 2390 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2391 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2392
2644 free_object (tmp); 2393 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395
2646 if (op->stats.hp < 0) 2396 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2397 op->stats.hp = op->stats.maxhp;
2398
2648 if (op->stats.food < 0) 2399 if (op->stats.food < 0)
2649 op->stats.food = 999; 2400 op->stats.food = 999;
2650 fix_player (op); 2401
2402 op->update_stats ();
2651 return 1; 2403 return 1;
2652 } 2404 }
2405
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2407 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2408 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2409 return 0;
2657} 2410}
2666{ 2419{
2667 object *next; 2420 object *next;
2668 2421
2669 while (op) 2422 while (op)
2670 { 2423 {
2671 next = op->below; /* Make sure we have a good value, in case 2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2425
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2427 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2430
2431 op->insert_at (env);
2682 } 2432 }
2683 else if (op->inv) 2433 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2434 remove_unpaid_objects (op->inv, env);
2435
2685 op = next; 2436 op = next;
2686 } 2437 }
2687} 2438}
2688
2689 2439
2690/* 2440/*
2691 * Returns pointer a static string containing gravestone text 2441 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2442 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2443 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2454 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2456 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2457 else
2708 sprintf (buf, "%s\n", &op->name); 2458 sprintf (buf, "%s\n", &op->name);
2459
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2460 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2461 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2462 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2463 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2464 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2465 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2468 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2469 if (op->type == PLAYER)
2718 { 2470 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2471 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2472 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2473 strcat (buf2, buf);
2722 } 2474 }
2475
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2476 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2478 strcat (buf2, buf);
2479
2726 return buf2; 2480 return buf2;
2727} 2481}
2728
2729
2730 2482
2731void 2483void
2732do_some_living (object *op) 2484do_some_living (object *op)
2733{ 2485{
2734 int last_food = op->stats.food; 2486 int last_food = op->stats.food;
2743 const int max_grace = 1; 2495 const int max_grace = 1;
2744 2496
2745 if (op->contr->outputs_sync) 2497 if (op->contr->outputs_sync)
2746 { 2498 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2499 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) 2500 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]); 2501 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2502 }
2751 2503
2752 if (op->contr->state == ST_PLAYING) 2504 if (op->contr->ns->state == ST_PLAYING)
2753 { 2505 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2506 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2507 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2508 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2509 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2510 else
2760 { 2511 {
2761 gen_hp = op->stats.maxhp; 2512 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2513 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2514 }
2515
2764 if (op->contr->gen_sp >= 0) 2516 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2517 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2518 else
2767 { 2519 {
2768 gen_sp = op->stats.maxsp; 2520 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2521 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2522 }
2523
2771 if (op->contr->gen_grace >= 0) 2524 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2526 else
2774 { 2527 {
2775 gen_grace = op->stats.maxgrace; 2528 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2546 op->stats.food = last_food;
2794 } 2547 }
2795 } 2548 }
2549
2796 if (max_sp > 1) 2550 if (max_sp > 1)
2797 { 2551 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2552 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2553 if (over_sp > 0)
2800 { 2554 {
2801 if (op->stats.sp < op->stats.maxsp) 2555 if (op->stats.sp < op->stats.maxsp)
2802 { 2556 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2560 op->stats.sp--;
2561
2806 if (op->stats.sp > op->stats.maxsp) 2562 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2563 op->stats.sp = op->stats.maxsp;
2808 } 2564 }
2809 op->last_sp = 0; 2565 op->last_sp = 0;
2810 } 2566 }
2811 else 2567 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2569 }
2816 else 2570 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2572 }
2821 2573
2822 /* Regenerate Grace */ 2574 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2576 if (--op->last_grace < 0)
2825 { 2577 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2578 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2828 if (max_grace > 1) 2581 if (max_grace > 1)
2829 { 2582 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2584 if (over_grace > 0)
2832 { 2585 {
2860 op->stats.food += op->contr->digestion; 2613 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2615 op->stats.food = last_food;
2863 } 2616 }
2864 } 2617 }
2618
2865 if (max_hp > 1) 2619 if (max_hp > 1)
2866 { 2620 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2622 if (over_hp > 0)
2869 { 2623 {
2893 2647
2894 if (op->contr->gen_hp > 0) 2648 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2650 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652
2898 /* dms do not consume food */ 2653 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2654 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2655 op->stats.food--;
2901 } 2656 }
2902 }
2903 2657
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2658 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2659 {
2906 object *tmp, *flesh = NULL; 2660 object *tmp, *flesh = 0;
2907 2661
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2662 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2663 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2665 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2669 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2670 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2671 break;
2918 } 2672 }
2919 else if (tmp->type == FLESH) 2673 else if (tmp->type == FLESH)
2920 flesh = tmp; 2674 flesh = tmp;
2921 } /* End if paid for object */ 2675 } /* End if paid for object */
2922 } /* end of for loop */ 2676 } /* end of for loop */
2677
2923 /* If player is still starving, it means they don't have any food, so 2678 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2679 * eat flesh instead.
2925 */ 2680 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2682 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2684 manual_apply (op, flesh, 0);
2930 } 2685 }
2931 } /* end if player is starving */ 2686 }
2932 2687
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2688 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2689 op->stats.food++, op->stats.hp--;
2935 2690
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2692 kill_player (op);
2693 }
2938} 2694}
2939
2940
2941 2695
2942/* If the player should die (lack of hp, food, etc), we call this. 2696/* 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 2697 * 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 2698 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2699 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2729 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..."); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2731
2978 /* restore player */ 2732 /* restore player */
2979 at = archetype::find ("poisoning"); 2733 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2734 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2735 {
2983 remove_ob (tmp); 2736 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2738 }
2987 2739
2988 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2741 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2742 {
2992 remove_ob (tmp); 2743 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2745 }
2996 2746
2997 cure_disease (op, 0); /* remove any disease */ 2747 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2748 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2749 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2750 op->stats.food = 999;
3001 2751
3002 /* create a bodypart-trophy to make the winner happy */ 2752 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2753 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2754 {
3006 sprintf (buf, "%s's finger", &op->name); 2755 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2756 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2757 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2758 " 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); 2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2760 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2761 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2762 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2763 op->insert_at (tmp, op);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2764 }
3017 2765
3018 /* teleport defeated player to new destination */ 2766 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2767 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2768 op->contr->braced = 0;
3046 op->stats.hp = op->stats.maxhp; 2794 op->stats.hp = op->stats.maxhp;
3047 return; 2795 return;
3048 } 2796 }
3049 sprintf (buf, "%s died.", &op->name); 2797 sprintf (buf, "%s died.", &op->name);
3050 } 2798 }
2799
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2801
3053 /* save the map location for corpse, gravestone */ 2802 /* save the map location for corpse, gravestone */
3054 x = op->x; 2803 x = op->x;
3055 y = op->y; 2804 y = op->y;
3056 map = op->map; 2805 map = op->map;
3057 2806
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2808 * 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. 2809 * See the config.h file for a little more in depth detail about this.
3064 */ 2810 */
3065 2811
3066 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2814 * of death.
3069 */ 2815 */
3070#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3072 { 2818 {
3073 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2821 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2824 little bit harder. */
3079 /* GD */ 2825 /* GD */
3080 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2827 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2828 else
3086 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
3087 num_stats_lose = 1; 2832 num_stats_lose = 1;
3088 } 2833
3089 lost_a_stat = 0; 2834 lost_a_stat = 0;
3090 2835
3091 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3092 { 2837 {
3093 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3094 2839
3095 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3096 { 2841 {
3097 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2843 * what he lost.
3099 */ 2844 */
3100 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3106 } 2863 }
3107 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3108 { 2866 {
3109 /* deplete a stat */ 2867 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3111 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3112 2870 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2871 {
3116 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3118 } 2874
3119 lose_this_stat = 1; 2875 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2881 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2882 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2884 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2885 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2886 else
3161 if (this_stat >= -50)
3162 { 2887 {
3163 change_attr_value (&(dep->stats), i, -1); 2888 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2893 }
3169 } 2894 }
3170 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3171 } 2914 }
2915 }
2916 }
3172 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2918 if (!lost_a_stat)
3174 { 2919 {
3175 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3178 2923
3179 if (god && (strcmp (god, "none"))) 2924 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2926 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2928 }
2929#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2931#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2932
3187 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2934 * exp loss on the stone.
3189 */ 2935 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2938 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2940 tmp->name_pl = buf;
3195 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2941 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3196 tmp->msg = buf; 2942 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2945
3200 /**************************************/ 2946 /**************************************/
3201 /* */ 2947 /* */
3202 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3205 /* */ 2951 /* */
3206
3207 /**************************************/ 2952 /**************************************/
3208 2953
3209 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2955 /* restore player */
3211 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
2958
3213 if (tmp) 2959 if (tmp)
3214 { 2960 {
3215 remove_ob (tmp); 2961 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2963 }
3219 2964
3220 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2967 if (tmp)
3223 { 2968 {
3224 remove_ob (tmp); 2969 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2971 }
2972
3228 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3229 2974
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3233 op->stats.food = 900; 2978 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2982
3238 /* 2983 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2984 * Check to see if the player is in a shop. IF so, then check to see if
3240 * the player has any unpaid items. If so, remove them and put them back 2985 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2986 * in the map.
3242 */ 2987 */
3243 2988
3244 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3246 2991
3247 /****************************************/ 2992 /****************************************/
3248 /* */ 2993 /* */
3249 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3251 /* */ 2996 /* */
3252
3253 /****************************************/ 2997 /****************************************/
3254 2998
3255 enter_player_savebed (op); 2999 enter_player_savebed (op);
3256 3000
3257 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3002 * chance of abuse.
3259 */ 3003 */
3260 op->contr->braced = 0; 3004 op->contr->braced = 0;
3261 save_player (op, 1); 3005 op->contr->save ();
3262 3006
3263 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3010 * on the space that might harm the player.
3267 */ 3011 */
3268 will_kill_again = 0; 3012 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3273 } 3016
3274 if (will_kill_again) 3017 if (will_kill_again)
3275 { 3018 {
3276 object *force; 3019 object *force;
3277 int at; 3020 int at;
3278 3021
3279 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3024 force->speed = 0.1;
3282 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3029 force->resist[at] = 100;
3288 } 3030
3289 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3290 fix_player (op); 3032 op->update_stats ();
3291 3033
3292 } 3034 }
3293 3035
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 3037}
3363
3364 3038
3365void 3039void
3366loot_object (object *op) 3040loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3369 3043
3370 if (op->container) 3044 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3046
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3376 { 3048 {
3377 next = tmp->below; 3049 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3050
3051 if (tmp->invisible)
3379 continue; 3052 continue;
3380 remove_ob (tmp); 3053
3054 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3057 { /* empty container to ground */
3384 loot_object (tmp); 3058 loot_object (tmp);
3385 } 3059 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3061 {
3388 if (tmp->nrof > 1) 3062 if (tmp->nrof > 1)
3389 { 3063 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3065 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3066 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3067 }
3394 else 3068 else
3395 free_object (tmp); 3069 tmp->destroy ();
3396 } 3070 }
3397 else 3071 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3073 }
3400} 3074}
3406 */ 3080 */
3407 3081
3408void 3082void
3409fix_weight (void) 3083fix_weight (void)
3410{ 3084{
3411 player *pl; 3085 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3086 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3088
3417 if (old == sum) 3089 if (old == sum)
3418 continue; 3090 continue;
3419 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3093 }
3422} 3094}
3423 3095
3424void 3096void
3425fix_luck (void) 3097fix_luck (void)
3426{ 3098{
3427 player *pl; 3099 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3432} 3102}
3433
3434 3103
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3438 */ 3107 */
3439
3440void 3108void
3441cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3442{ 3110{
3443 object *skop, *spob; 3111 object *skop, *spob;
3444 3112
3465 if (op->type == PLAYER) 3133 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3134 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3135
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3136 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3137
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3138 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3139}
3474 3140
3475void 3141void
3476make_visible (object *op) 3142make_visible (object *op)
3477{ 3143{
3491 object *tmp = NULL; 3157 object *tmp = NULL;
3492 3158
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3160 return 1;
3495 3161
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3162 return 0;
3502} 3163}
3503 3164
3504/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3620 if (mflags & P_OUT_OF_MAP) 3281 if (mflags & P_OUT_OF_MAP)
3621 continue; 3282 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3284 continue;
3624 3285
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3287 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3289 return 1;
3629 else if (tmp->type == PLAYER) 3290 else if (tmp->type == PLAYER)
3630 { 3291 {
3660 if (pl->type != PLAYER) 3321 if (pl->type != PLAYER)
3661 { 3322 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3323 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3324 return -1;
3664 } 3325 }
3326
3665 if (!pl || !op) 3327 if (!pl || !op)
3666 return 0; 3328 return 0;
3667 3329
3668 if (op->head)
3669 {
3670 op = op->head; 3330 op = op->head_ ();
3671 } 3331
3672 get_rangevector (pl, op, &rv, 0x1); 3332 get_rangevector (pl, op, &rv, 0x1);
3673 3333
3674 /* starting with the 'head' part, lets loop 3334 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3335 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3336 * part that is in the los array but isnt on
3684 3344
3685 /* only the viewable area the player sees is updated by LOS 3345 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3346 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3347 * for any meaningful values.
3688 */ 3348 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3352 return 1;
3693 op = op->more; 3353 op = op->more;
3694 } 3354 }
3695 return 0; 3355 return 0;
3696} 3356}
3882 { 3542 {
3883 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3544 object *skin;
3885 3545
3886 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3547 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); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3888 if (skin == NULL) 3551 if (!skin)
3889 return; 3552 return;
3890 3553
3891 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3556 {

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