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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.76 by root, Sun Dec 31 17:17:23 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_recursive ();
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_recursive ();
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 ob->roll_stats ();
301}
302
303player::player ()
304{
243 /* There are some elements we want initialized to non zero value - 305 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 306 * we deal with that below this point.
245 */ 307 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 308 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 309 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 310 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 311
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 312 assign (savebed_map, first_map_path); /* Init. respawn position */
257 313
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; 314 gen_sp_armour = 10;
272 p->last_speed = -1; 315 last_speed = -1;
273 p->shoottype = range_none; 316 shoottype = range_none;
274 p->bowtype = bow_normal; 317 bowtype = bow_normal;
275 p->petmode = pet_normal; 318 petmode = pet_normal;
276 p->listening = 10; 319 listening = 10;
277 p->usekeys = containers; 320 usekeys = containers;
278 p->last_weapon_sp = -1; 321 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 322 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 323 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);
288 324
289 /* we need to clear these to -1 and not zero - otherwise, 325 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 326 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 327 * send new values to the client, as things like exp start
292 * at zero. 328 * at zero.
293 */ 329 */
294 for (i = 0; i < NUM_SKILLS; i++) 330 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 331 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 332
298 }
299 for (i = 0; i < NROFATTACKS; i++) 333 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 334 last_resist[i] = -1;
302 } 335
303 p->last_stats.exp = -1; 336 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 337 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 338}
310 339
311/* This loads the first map an puts the player on it. */ 340void
312static void 341player::do_destroy ()
313set_first_map (object *op)
314{ 342{
315 strcpy (op->contr->maplevel, first_map_path); 343 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 344
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
321/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 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 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 393 set_first_map (pl->ob);
343 394
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 395 return pl;
351} 396}
352 397
353/* 398/*
354 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
364 { 409 {
365 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
366 at = first_archetype; 411 at = first_archetype;
367 else 412 else
368 at = at->next; 413 at = at->next;
414
369 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
370 return at; 416 return at;
417
371 if (at == start) 418 if (at == start)
372 { 419 {
373 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 421 exit (-1);
375 } 422 }
376 } 423 }
377} 424}
378 425
379
380object * 426object *
381get_nearest_player (object *mon) 427get_nearest_player (object *mon)
382{ 428{
383 object *op = NULL; 429 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 430 objectlink *ol;
386 unsigned lastdist; 431 unsigned lastdist;
387 rv_vector rv; 432 rv_vector rv;
388 433
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 466 {
422 op = ol->ob; 467 op = ol->ob;
423 lastdist = rv.distance; 468 lastdist = rv.distance;
424 } 469 }
425 } 470 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 471
427 { 472 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 473 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 474 if (lastdist > rv.distance)
432 { 475 {
433 op = pl->ob; 476 op = pl->ob;
434 lastdist = rv.distance; 477 lastdist = rv.distance;
435 } 478 }
436 } 479
437 }
438#if 0 480#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 481 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 482#endif
441 return op; 483 return op;
442} 484}
460 * circling behaviour. Unfortunately, this function is also used to determined 502 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 503 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 504 * is probably not a good thing.
463 */ 505 */
464#define MAX_SPACES 50 506#define MAX_SPACES 50
465
466 507
467/* 508/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 509 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 510 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 511 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 530path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 531{
491 rv_vector rv; 532 rv_vector rv;
492 sint16 x, y; 533 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 534 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 535 maptile *m, *lastmap;
495 536
496 get_rangevector (mon, pl, &rv, 0); 537 get_rangevector (mon, pl, &rv, 0);
497 538
498 if (rv.distance < mindiff) 539 if (rv.distance < mindiff)
499 return 0; 540 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 688 {
648 remove_ob (op); 689 op->destroy ();
649 free_object (op);
650 continue; 690 continue;
651 } 691 }
652 } 692 }
653 693
654 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
666 break; 706 break;
667 707
668 if (tmp) 708 if (tmp)
669 { 709 {
670 remove_ob (op); 710 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 712 continue;
674 } 713 }
714
675 if (op->nrof > 1) 715 if (op->nrof > 1)
676 op->nrof = 1; 716 op->nrof = 1;
677 } 717 }
678 718
679 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 733 }
694 if (op->type == SPELL) 734 if (op->type == SPELL)
695 { 735 {
696 remove_ob (op); 736 op->destroy ();
697 free_object (op);
698 continue; 737 continue;
699 } 738 }
700 else if (op->type == SKILL) 739 else if (op->type == SKILL)
701 { 740 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
712 link_player_skills (pl); 751 link_player_skills (pl);
713} 752}
714 753
715void 754void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
800{ 756{
801 if (party == NULL) 757 if (party == NULL)
802 { 758 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 760 return;
805 } 761 }
762
806 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 767}
811
812 768
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 770static int
815roll_stat (void) 771roll_stat (void)
816{ 772{
817 int a[4], i, j, k; 773 int a[4], i, j, k;
818 774
819 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 779 if (a[i] < k)
824 k = a[i], j = i; 780 k = a[i], j = i;
825 781
826 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 783 if (i != j)
829 k += a[i]; 784 k += a[i];
830 } 785
831 return k; 786 return k;
832} 787}
833 788
834void 789void
835roll_stats (object *op) 790object::roll_stats ()
836{ 791{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 792 int statsort [7];
840 793
841 do 794 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 795 {
852 while (sum < 82 || sum > 116); 796 int sum = 0;
797 for (int i = 7; i--; )
798 sum += statsort [i] = roll_stat ();
853 799
800 if (sum >= 82 && sum <= 116)
801 break;
802 }
803
854 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 806
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 807 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 808 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 809 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 810 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 811 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 812 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 813 stats.Cha = statsort[6];
887 814
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 815 stats.exp = 0;
899 op->stats.ac = 0; 816 stats.ac = 0;
900 817
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
909 op->contr->orig_stats = op->stats; 828 contr->orig_stats = stats;
829 }
910} 830}
911 831
912void 832void
913Roll_Again (object *op) 833object::swap_stats (int a, int b)
914{ 834{
915 esrv_new_player (op->contr, 0); 835 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 837 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 838
920void 839 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
922{ 871{
923 signed char tmp;
924 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
925 873
926 if (op->contr->Swap_First == -1) 874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 878}
1041 879
1042/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1046 * not the class. 884 * not the class.
1047 */ 885 */
1048
1049int 886int
1050key_change_class (object *op, char key) 887key_change_class (object *op, char key)
1051{ 888{
1052 int tmp_loop; 889 int tmp_loop;
1053 890
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 891 if (key == 'd' || key == 'D')
1061 { 892 {
1062 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
1063 894
1064 /* this must before then initial items are given */ 895 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 896 esrv_new_player (op->contr, op->weight + op->carrying);
897
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 898 treasurelist *tl = find_treasurelist ("starting_wealth");
899 if (tl)
900 create_treasure (tl, op, 0, 0, 0);
1067 901
1068 INVOKE_PLAYER (BIRTH, op->contr); 902 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 903 INVOKE_PLAYER (LOGIN, op->contr);
1070 904
1071 op->contr->state = ST_PLAYING; 905 op->contr->ns->state = ST_PLAYING;
1072 906
1073 if (op->msg) 907 if (op->msg)
1074 op->msg = NULL; 908 op->msg = NULL;
1075 909
1076 /* We create this now because some of the unique maps will need it 910 /* We create this now because some of the unique maps will need it
1085 start_info (op); 919 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 920 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 921 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 922 link_player_skills (op);
1089 esrv_send_inventory (op, op); 923 esrv_send_inventory (op, op);
1090 fix_player (op); 924 op->update_stats ();
1091 925
1092 /* This moves the player to a different start map, if there 926 /* This moves the player to a different start map, if there
1093 * is one for this race 927 * is one for this race
1094 */ 928 */
1095 if (*first_map_ext_path) 929 if (*first_map_ext_path)
1096 { 930 {
1097 object *tmp; 931 object *tmp;
1098 char mapname[MAX_BUF]; 932 char mapname[MAX_BUF];
1099 933
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 934 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 935 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 936 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 937 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 938 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 939 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 940 * if the map isn't there, then stay on the
1107 * default initial map */ 941 * default initial map */
1108 free_object (tmp); 942 tmp->destroy ();
1109 } 943 }
1110 else 944 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 945 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 946
1114 return 0; 947 return 0;
1115 } 948 }
1116 949
1117 /* Following actually changes the race - this is the default command 950 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 951 * if we don't match with one of the options above.
1122 while (!tmp_loop) 955 while (!tmp_loop)
1123 { 956 {
1124 shstr name = op->name; 957 shstr name = op->name;
1125 int x = op->x, y = op->y; 958 int x = op->x, y = op->y;
1126 959
1127 remove_statbonus (op); 960 op->remove_statbonus ();
1128 remove_ob (op); 961 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 962 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 963 op->arch->clone.copy_to (op);
1131 op->instantiate (); 964 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 965 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 966 op->name = op->name_pl = name;
1134 op->x = x; 967 op->x = x;
1135 op->y = y; 968 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 969 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 970 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 971 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 972 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 973 tmp_loop = allowed_class (op);
1141 } 974 }
1142 975
1143 update_object (op, UP_OBJ_FACE); 976 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 977 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 978 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 979 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 980 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 981 op->stats.grace = 0;
1149 982
1150 if (op->msg) 983 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 984 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 985
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 987 return 0;
1155} 988}
1156 989
1157int 990int
1158key_confirm_quit (object *op, char key) 991key_confirm_quit (object *op, char key)
1159{ 992{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 994 {
1164 op->contr->state = ST_PLAYING; 995 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 997 return 1;
1167 } 998 }
1168 999
1169 INVOKE_PLAYER (LOGOUT, op->contr); 1000 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr); 1001 INVOKE_PLAYER (QUIT, op->contr);
1171 1002
1003 op->contr->enable_save = false;
1004
1172 terminate_all_pets (op); 1005 terminate_all_pets (op);
1173 leave_map (op); 1006 op->remove ();
1174 op->direction = 0; 1007 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 1009
1177 strcpy (op->contr->killer, "quit"); 1010 strcpy (op->contr->killer, "quit");
1178 check_score (op); 1011 check_score (op);
1179 op->contr->party = NULL; 1012 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1182 1015
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1; 1016 return 1;
1204} 1017}
1205 1018
1206void 1019void
1207flee_player (object *op) 1020flee_player (object *op)
1238 { 1051 {
1239 op->enemy = NULL; 1052 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1053 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1054 return;
1242 } 1055 }
1056
1243 get_rangevector (op, op->enemy, &rv, 0); 1057 get_rangevector (op, op->enemy, &rv, 0);
1244 1058
1245 dir = absdir (4 + rv.direction); 1059 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1060 for (diff = 0; diff < 3; diff++)
1247 { 1061 {
1248 int m = 1 - (RANDOM () & 2); 1062 int m = 1 - (RANDOM () & 2);
1249 1063
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1064 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1065 return;
1253 }
1254 } 1066 }
1067
1255 /* Cornered, get rid of scared */ 1068 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1069 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1070 op->enemy = NULL;
1258} 1071}
1259 1072
1264 */ 1077 */
1265int 1078int
1266check_pick (object *op) 1079check_pick (object *op)
1267{ 1080{
1268 object *tmp, *next; 1081 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1082 int stop = 0;
1271 int j, k, wvratio; 1083 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1084 char putstring[128], tmpstr[16];
1273 1085
1274
1275 /* if you're flying, you cna't pick up anything */ 1086 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1087 if (op->move_type & MOVE_FLYING)
1277 return 1; 1088 return 1;
1278 1089
1279 op_tag = op->count;
1280
1281 next = op->below; 1090 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1091
1285 /* loop while there are items on the floor that are not marked as 1092 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1093 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1094 while (next && !next->destroyed ())
1288 { 1095 {
1289 tmp = next; 1096 tmp = next;
1290 next = tmp->below; 1097 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1098
1294 if (was_destroyed (op, op_tag)) 1099 if (op->destroyed ())
1295 return 0; 1100 return 0;
1296 1101
1297 if (!can_pick (op, tmp)) 1102 if (!can_pick (op, tmp))
1298 continue; 1103 continue;
1299 1104
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1159 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1160 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1162 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1163
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1164 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1165 }
1166
1389 /* philosophy: 1167 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1168 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1169 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1172 * example.
1395 * The drawback: right now it has no frontend, so you need to 1173 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1174 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1209 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1210 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1211 if (tmp->type == FOOD)
1434 { 1212 {
1435 pick_up (op, tmp); 1213 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1214 continue;
1439 } 1215 }
1216
1440 if (op->contr->mode & PU_DRINK) 1217 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1219 {
1443 pick_up (op, tmp); 1220 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1221 continue;
1447 } 1222 }
1448 1223
1449 if (op->contr->mode & PU_POTION) 1224 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1225 if (tmp->type == POTION)
1451 { 1226 {
1452 pick_up (op, tmp); 1227 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1228 continue;
1456 } 1229 }
1457 1230
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1231 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1232 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1233 if (tmp->type == SPELLBOOK)
1461 { 1234 {
1462 pick_up (op, tmp); 1235 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1236 continue;
1466 } 1237 }
1238
1467 if (op->contr->mode & PU_SKILLSCROLL) 1239 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1240 if (tmp->type == SKILLSCROLL)
1469 { 1241 {
1470 pick_up (op, tmp); 1242 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1243 continue;
1474 } 1244 }
1245
1475 if (op->contr->mode & PU_READABLES) 1246 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1248 {
1478 pick_up (op, tmp); 1249 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1250 continue;
1482 } 1251 }
1483 1252
1484 /* wands/staves/rods/horns */ 1253 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1256 {
1488 pick_up (op, tmp); 1257 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1258 continue;
1492 } 1259 }
1493 1260
1494 /* pick up all magical items */ 1261 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1262 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1264 {
1498 pick_up (op, tmp); 1265 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1266 continue;
1502 } 1267 }
1503 1268
1504 if (op->contr->mode & PU_VALUABLES) 1269 if (op->contr->mode & PU_VALUABLES)
1505 { 1270 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1271 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1272 {
1508 pick_up (op, tmp); 1273 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1274 continue;
1512 } 1275 }
1513 } 1276 }
1514 1277
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1278 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1279 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1280 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1281 {
1519 pick_up (op, tmp); 1282 pick_up (op, tmp);
1283 continue;
1520 if (0) 1284 }
1521 fprintf (stderr, "JEWELS\n"); 1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1522 continue; 1291 continue;
1523 } 1292 }
1524 1293
1525 /* bows and arrows. Bows are good for selling! */ 1294 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1295 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1296 if (tmp->type == BOW)
1528 { 1297 {
1529 pick_up (op, tmp); 1298 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1299 continue;
1533 } 1300 }
1301
1534 if (op->contr->mode & PU_ARROW) 1302 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1303 if (tmp->type == ARROW)
1536 { 1304 {
1537 pick_up (op, tmp); 1305 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1306 continue;
1541 } 1307 }
1542 1308
1543 /* all kinds of armor etc. */ 1309 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1310 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1311 if (tmp->type == ARMOUR)
1546 { 1312 {
1547 pick_up (op, tmp); 1313 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1314 continue;
1551 } 1315 }
1316
1552 if (op->contr->mode & PU_HELMET) 1317 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1318 if (tmp->type == HELMET)
1554 { 1319 {
1555 pick_up (op, tmp); 1320 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1321 continue;
1559 } 1322 }
1323
1560 if (op->contr->mode & PU_SHIELD) 1324 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1325 if (tmp->type == SHIELD)
1562 { 1326 {
1563 pick_up (op, tmp); 1327 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1328 continue;
1567 } 1329 }
1330
1568 if (op->contr->mode & PU_BOOTS) 1331 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1332 if (tmp->type == BOOTS)
1570 { 1333 {
1571 pick_up (op, tmp); 1334 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1335 continue;
1575 } 1336 }
1337
1576 if (op->contr->mode & PU_GLOVES) 1338 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1339 if (tmp->type == GLOVES)
1578 { 1340 {
1579 pick_up (op, tmp); 1341 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1342 continue;
1583 } 1343 }
1344
1584 if (op->contr->mode & PU_CLOAK) 1345 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1346 if (tmp->type == CLOAK)
1586 { 1347 {
1587 pick_up (op, tmp); 1348 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1349 continue;
1591 } 1350 }
1592 1351
1593 /* hoping to catch throwing daggers here */ 1352 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1353 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1355 {
1597 pick_up (op, tmp); 1356 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1357 continue;
1601 } 1358 }
1602 1359
1603 /* careful: chairs and tables are weapons! */ 1360 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1361 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1364 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1367 {
1611 pick_up (op, tmp); 1368 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1369 continue;
1615 } 1370 }
1616 } 1371 }
1372
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1373 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1374 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1376 {
1621 pick_up (op, tmp); 1377 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1378 continue;
1625 } 1379 }
1626 } 1380 }
1627 } 1381 }
1628 1382
1629 /* misc stuff that's useful */ 1383 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1384 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1386 {
1633 pick_up (op, tmp); 1387 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1388 continue;
1637 } 1389 }
1638 1390
1639 /* any of the last 4 bits set means we use the ratio for value 1391 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1392 * pickups */
1662 continue; 1414 continue;
1663 } 1415 }
1664 } 1416 }
1665 } /* the new pickup model */ 1417 } /* the new pickup model */
1666 } 1418 }
1419
1667 return !stop; 1420 return !stop;
1668} 1421}
1669 1422
1670/* 1423/*
1671 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1770 1523
1771object * 1524object *
1772pick_arrow_target (object *op, const char *type, int dir) 1525pick_arrow_target (object *op, const char *type, int dir)
1773{ 1526{
1774 object *tmp = NULL; 1527 object *tmp = NULL;
1775 mapstruct *m; 1528 maptile *m;
1776 int i, mflags, found, number; 1529 int i, mflags, found, number;
1777 sint16 x, y; 1530 sint16 x, y;
1778 1531
1779 if (op->map == NULL) 1532 if (op->map == NULL)
1780 return find_arrow (op, type); 1533 return find_arrow (op, type);
1840 */ 1593 */
1841int 1594int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1596{
1844 object *left, *bow; 1597 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1598 int bowspeed, mflags;
1847 mapstruct *m; 1599 maptile *m;
1848 1600
1849 if (!dir) 1601 if (!dir)
1850 { 1602 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1604 return 0;
1853 } 1605 }
1606
1854 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1856 else 1609 else
1857 { 1610 {
1858 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1866 { 1619 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1621 return 0;
1869 } 1622 }
1870 } 1623 }
1624
1871 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1872 { 1626 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1628 return 0;
1875 } 1629 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1632
1879 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1882 if (bowspeed < 1) 1637 if (bowspeed < 1)
1883 bowspeed = 1; 1638 bowspeed = 1;
1884 1639
1885 if (arrow == NULL) 1640 if (arrow == NULL)
1886 { 1641 {
1892 else 1647 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1649 return 0;
1895 } 1650 }
1896 } 1651 }
1652
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1655 return 0;
1901 } 1656
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1658 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1660 return 0;
1906 } 1661 }
1907 1662
1908 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1664 if (arrow->nrof == 0)
1910 { 1665 {
1911 remove_ob (arrow); 1666 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1667 return 0;
1914 } 1668 }
1915 1669
1916 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1672 if (!arrow)
1920 { 1673 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1675 return 0;
1923 } 1676 }
1924 set_owner (arrow, op); 1677
1678 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1680 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1681
1931 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1932 { 1683 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1685 op->update_stats ();
1935 } 1686 }
1936 1687
1937 SET_ANIMATION (arrow, arrow->direction); 1688 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1690 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1691 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1692 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1693 arrow->spellarg = strdup (arrow->slaying);
1943 1694
1944 /* Note that this was different for monsters - they got their level 1695 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1696 * added to the damage. I think the strength bonus is more proper.
1946 */ 1697 */
1947 1698
1949 1700
1950 /* update the speed */ 1701 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1704
1954 if (arrow->speed < 1.0) 1705 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1706 arrow->speed_left = 0;
1958 1707
1959 if (op->type == PLAYER) 1708 if (op->type == PLAYER)
1960 { 1709 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1714 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1715 }
1967 else 1716 else
1968 { 1717 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1718 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1719 arrow->level = op->level;
1972 } 1720 }
1721
1973 if (arrow->attacktype == AT_PHYSICAL) 1722 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1724
1975 if (bow->slaying != NULL) 1725 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1726 arrow->slaying = bow->slaying;
1977 1727
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1730
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1732 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1733
1986 if (!was_destroyed (arrow, tag)) 1734 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1735 move_arrow (arrow);
1988 1736
1989 if (op->type == PLAYER) 1737 if (op->type == PLAYER)
1990 { 1738 {
1991 if (was_destroyed (left, left_tag)) 1739 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1740 esrv_del_item (op->contr, left->count);
1993 else 1741 else
1994 esrv_send_item (op, left); 1742 esrv_send_item (op, left);
1995 } 1743 }
1744
1996 return 1; 1745 return 1;
1997} 1746}
1998 1747
1999/* Special fire code for players - this takes into 1748/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1749 * account the special fire modes players can have
2014 } 1763 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1764 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1765 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1767 wcmod = -1;
1768
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1770 }
2021 else if (op->contr->bowtype == bow_threewide) 1771 else if (op->contr->bowtype == bow_threewide)
2022 { 1772 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1843
2094 if (item->arch) 1844 if (item->arch)
2095 { 1845 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2098 item->speed = 0; 1848 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1849 }
1850
2101 if ((tmp = is_player_inv (item))) 1851 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1853 }
2104 } 1854 }
2105 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1856 drain_rod_charge (item);
2108 }
2109 } 1857 }
2110} 1858}
2111 1859
2112/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2113 */ 1861 */
2136 case range_misc: 1884 case range_misc:
2137 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2138 return; 1886 return;
2139 1887
2140 case range_golem: /* Control summoned monsters from scrolls */ 1888 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1890 {
2143 op->contr->ranges[range_golem] = NULL; 1891 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1892 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1893 }
2147 else 1894 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1895 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1896 return;
2150 1897
2257 * 0 otherwise 2004 * 0 otherwise
2258 */ 2005 */
2259static int 2006static int
2260player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2261{ 2008{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 2010 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2266 */ 2012 */
2267 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2309 */ 2055 */
2310
2311void 2056void
2312move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2313{ 2058{
2314 object *tmp, *mon; 2059 object *tmp, *mon;
2315 sint16 nx, ny; 2060 sint16 nx, ny;
2316 int on_battleground; 2061 int on_battleground;
2317 mapstruct *m; 2062 maptile *m;
2318 2063
2319 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2321 2066
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2323 2068
2324 /* If braced, or can't move to the square, and it is not out of the 2069 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2070 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2071 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2072 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2340 } 2085 }
2341 else 2086 else
2342 m = op->map; 2087 m = op->map;
2343 2088
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2090 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2092 return;
2348 } 2093 }
2349 2094
2350 mon = NULL; 2095 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2097 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2098 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2099 * on the space
2355 */ 2100 */
2356 while (tmp != NULL) 2101 while (tmp)
2357 { 2102 {
2358 if (tmp == op) 2103 if (tmp == op)
2359 { 2104 {
2360 tmp = tmp->above; 2105 tmp = tmp->above;
2361 continue; 2106 continue;
2362 } 2107 }
2108
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2110 {
2365 mon = tmp; 2111 mon = tmp;
2366 break; 2112 break;
2367 } 2113 }
2114
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2116 mon = tmp;
2117
2370 tmp = tmp->above; 2118 tmp = tmp->above;
2371 } 2119 }
2372 2120
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2122 return; /* into a wall */
2375 2123
2376 if (mon->head != NULL) 2124 if (mon->head)
2377 mon = mon->head; 2125 mon = mon->head;
2378 2126
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2381 return; 2129 return;
2393 * player owns it and it is either friendly or unagressive. 2141 * player owns it and it is either friendly or unagressive.
2394 */ 2142 */
2395 if ((op->type == PLAYER) 2143 if ((op->type == PLAYER)
2396#if COZY_SERVER 2144#if COZY_SERVER
2397 && 2145 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2146 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2148#else
2401 && get_owner (mon) == op 2149 && mon->owner == op
2402#endif 2150#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2152 {
2405 /* If we're braced, we don't want to switch places with it */ 2153 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2154 if (op->contr->braced)
2418 * attack them either. 2166 * attack them either.
2419 */ 2167 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2171 (op->contr->peaceful
2424 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2425 && mon->contr-> 2173 && mon->contr->
2426 peaceful)) && 2174 peaceful)) &&
2427#else 2175#else
2428 op->contr->peaceful && 2176 op->contr->peaceful &&
2429#endif 2177#endif
2430 !on_battleground)) 2178 !on_battleground))
2431 { 2179 {
2432 if (!op->contr->braced) 2180 if (!op->contr->braced)
2433 { 2181 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2436 } 2184 }
2437 else 2185 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2187
2441 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2189 make_visible (op);
2443 } 2190 }
2444 2191
2445 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2221
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2223 }
2477 2224
2478 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2479 2226
2480 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2230 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2233 {
2487 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2488 2235
2489 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2492 } 2239 }
2240
2493 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2494 make_visible (op); 2242 make_visible (op);
2495 } 2243 }
2496 } /* if player should attack something */ 2244 } /* if player should attack something */
2497} 2245}
2532 2280
2533 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2282 * server can handle repeat firing.
2535 */ 2283 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2285 op->direction = dir;
2539 }
2540 else 2286 else
2541 {
2542 op->direction = 0; 2287 op->direction = 0;
2543 } 2288
2544 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2291 * for players.
2547 */ 2292 */
2548 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2338 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2339 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2340 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2341 * put this in a a workaround to clean up the golem pointer.
2597 */ 2342 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2344 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2345
2605 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2348 * called, so we recheck it here.
2608 */ 2349 */
2609 HandleClient (&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2610 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2611 return 0; 2355 return 0;
2612 2356
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2358 {
2623 if (op->speed_left > 0) 2367 if (op->speed_left > 0)
2624 return 1; 2368 return 1;
2625 else 2369 else
2626 return 0; 2370 return 0;
2627 } 2371 }
2372
2628 return 0; 2373 return 0;
2629} 2374}
2630 2375
2631int 2376int
2632save_life (object *op) 2377save_life (object *op)
2633{ 2378{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2380 return 0;
2638 2381
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2384 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2644 if (op->contr) 2388 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2389 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2390
2647 free_object (tmp); 2391 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2392 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393
2649 if (op->stats.hp < 0) 2394 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2396
2651 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2652 op->stats.food = 999; 2398 op->stats.food = 999;
2653 fix_player (op); 2399
2400 op->update_stats ();
2654 return 1; 2401 return 1;
2655 } 2402 }
2403
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2406 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2407 return 0;
2660} 2408}
2669{ 2417{
2670 object *next; 2418 object *next;
2671 2419
2672 while (op) 2420 while (op)
2673 { 2421 {
2674 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2423
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2425 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2428
2429 op->insert_at (env);
2685 } 2430 }
2686 else if (op->inv) 2431 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2433
2688 op = next; 2434 op = next;
2689 } 2435 }
2690} 2436}
2691
2692 2437
2693/* 2438/*
2694 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2452 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2455 else
2711 sprintf (buf, "%s\n", &op->name); 2456 sprintf (buf, "%s\n", &op->name);
2457
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2459 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2462 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2466 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2467 if (op->type == PLAYER)
2721 { 2468 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2471 strcat (buf2, buf);
2725 } 2472 }
2473
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2476 strcat (buf2, buf);
2477
2729 return buf2; 2478 return buf2;
2730} 2479}
2731
2732
2733 2480
2734void 2481void
2735do_some_living (object *op) 2482do_some_living (object *op)
2736{ 2483{
2737 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2746 const int max_grace = 1; 2493 const int max_grace = 1;
2747 2494
2748 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2749 { 2496 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2500 }
2754 2501
2755 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2756 { 2503 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2508 else
2763 { 2509 {
2764 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2512 }
2513
2767 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2516 else
2770 { 2517 {
2771 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2520 }
2521
2774 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2524 else
2777 { 2525 {
2778 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2544 op->stats.food = last_food;
2797 } 2545 }
2798 } 2546 }
2547
2799 if (max_sp > 1) 2548 if (max_sp > 1)
2800 { 2549 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2551 if (over_sp > 0)
2803 { 2552 {
2804 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2805 { 2554 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2558 op->stats.sp--;
2559
2809 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2811 } 2562 }
2812 op->last_sp = 0; 2563 op->last_sp = 0;
2813 } 2564 }
2814 else 2565 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2567 }
2819 else 2568 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2570 }
2824 2571
2825 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2828 { 2575 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2831 if (max_grace > 1) 2579 if (max_grace > 1)
2832 { 2580 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2582 if (over_grace > 0)
2835 { 2583 {
2863 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2613 op->stats.food = last_food;
2866 } 2614 }
2867 } 2615 }
2616
2868 if (max_hp > 1) 2617 if (max_hp > 1)
2869 { 2618 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2620 if (over_hp > 0)
2872 { 2621 {
2896 2645
2897 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2648 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2901 /* dms do not consume food */ 2651 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2653 op->stats.food--;
2904 } 2654 }
2905 }
2906 2655
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2657 {
2909 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2910 2659
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2661 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2669 break;
2921 } 2670 }
2922 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2923 flesh = tmp; 2672 flesh = tmp;
2924 } /* End if paid for object */ 2673 } /* End if paid for object */
2925 } /* end of for loop */ 2674 } /* end of for loop */
2675
2926 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2677 * eat flesh instead.
2928 */ 2678 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2680 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2933 } 2683 }
2934 } /* end if player is starving */ 2684 }
2935 2685
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2938 2688
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2690 kill_player (op);
2691 }
2941} 2692}
2942
2943
2944 2693
2945/* If the player should die (lack of hp, food, etc), we call this. 2694/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2695 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2696 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2697 * file.
2952{ 2701{
2953 char buf[MAX_BUF]; 2702 char buf[MAX_BUF];
2954 int x, y; 2703 int x, y;
2955 2704
2956 //int i; 2705 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2706 maptile *map; /* this is for resurrection */
2958 2707
2959 /* int z; 2708 /* int z;
2960 int num_stats_lose; 2709 int num_stats_lose;
2961 int lost_a_stat; 2710 int lost_a_stat;
2962 int lose_this_stat; 2711 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2729
2981 /* restore player */ 2730 /* restore player */
2982 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2733 {
2986 remove_ob (tmp); 2734 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2736 }
2990 2737
2991 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2740 {
2995 remove_ob (tmp); 2741 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2743 }
2999 2744
3000 cure_disease (op, 0); /* remove any disease */ 2745 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2748 op->stats.food = 999;
3004 2749
3005 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2752 {
3009 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2754 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2758 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2762 }
3020 2763
3021 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2766 op->contr->braced = 0;
3049 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
3050 return; 2793 return;
3051 } 2794 }
3052 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3053 } 2796 }
2797
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2799
3056 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3057 x = op->x; 2801 x = op->x;
3058 y = op->y; 2802 y = op->y;
3059 map = op->map; 2803 map = op->map;
3060 2804
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2806 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2807 * See the config.h file for a little more in depth detail about this.
3067 */ 2808 */
3068 2809
3069 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2812 * of death.
3072 */ 2813 */
3073#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3075 { 2816 {
3076 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2819 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2822 little bit harder. */
3082 /* GD */ 2823 /* GD */
3083 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2825 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2826 else
3089 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3090 num_stats_lose = 1; 2830 num_stats_lose = 1;
3091 } 2831
3092 lost_a_stat = 0; 2832 lost_a_stat = 0;
3093 2833
3094 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3095 { 2835 {
3096 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3097 2837
3098 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3099 { 2839 {
3100 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2841 * what he lost.
3102 */ 2842 */
3103 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3109 } 2861 }
3110 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3111 { 2864 {
3112 /* deplete a stat */ 2865 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3114 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3115 2868 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2869 {
3119 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3121 } 2872
3122 lose_this_stat = 1; 2873 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2879 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2880 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2882 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2883 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2884 else
3164 if (this_stat >= -50)
3165 { 2885 {
3166 change_attr_value (&(dep->stats), i, -1); 2886 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2891 }
3172 } 2892 }
3173 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3174 } 2912 }
2913 }
2914 }
3175 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2916 if (!lost_a_stat)
3177 { 2917 {
3178 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3181 2921
3182 if (god && (strcmp (god, "none"))) 2922 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2924 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2926 }
2927#else
2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2929#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2930
3190 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2932 * exp loss on the stone.
3192 */ 2933 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2936 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2938 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2939 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2940 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2943
3203 /**************************************/ 2944 /**************************************/
3204 /* */ 2945 /* */
3205 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3208 /* */ 2949 /* */
3209
3210 /**************************************/ 2950 /**************************************/
3211 2951
3212 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2953 /* restore player */
3214 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
2956
3216 if (tmp) 2957 if (tmp)
3217 { 2958 {
3218 remove_ob (tmp); 2959 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2961 }
3222 2962
3223 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2965 if (tmp)
3226 { 2966 {
3227 remove_ob (tmp); 2967 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2969 }
2970
3231 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3232 2972
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3236 op->stats.food = 900; 2976 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2980
3241 /* 2981 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2982 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 2983 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2984 * in the map.
3245 */ 2985 */
3246 2986
3247 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3249 2989
3250 /****************************************/ 2990 /****************************************/
3251 /* */ 2991 /* */
3252 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3254 /* */ 2994 /* */
3255
3256 /****************************************/ 2995 /****************************************/
3257 2996
3258 enter_player_savebed (op); 2997 enter_player_savebed (op);
3259 2998
3260 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3000 * chance of abuse.
3262 */ 3001 */
3263 op->contr->braced = 0; 3002 op->contr->braced = 0;
3264 save_player (op, 1); 3003 op->contr->save ();
3265 3004
3266 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3008 * on the space that might harm the player.
3270 */ 3009 */
3271 will_kill_again = 0; 3010 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3276 } 3014
3277 if (will_kill_again) 3015 if (will_kill_again)
3278 { 3016 {
3279 object *force; 3017 object *force;
3280 int at; 3018 int at;
3281 3019
3282 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3022 force->speed = 0.1;
3285 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3027 force->resist[at] = 100;
3291 } 3028
3292 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3293 fix_player (op); 3030 op->update_stats ();
3294 3031
3295 } 3032 }
3296 3033
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 3035}
3366
3367 3036
3368void 3037void
3369loot_object (object *op) 3038loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3372 3041
3373 if (op->container) 3042 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3044
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3379 { 3046 {
3380 next = tmp->below; 3047 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3048
3049 if (tmp->invisible)
3382 continue; 3050 continue;
3383 remove_ob (tmp); 3051
3052 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3055 { /* empty container to ground */
3387 loot_object (tmp); 3056 loot_object (tmp);
3388 } 3057 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3059 {
3391 if (tmp->nrof > 1) 3060 if (tmp->nrof > 1)
3392 { 3061 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3063 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3064 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3065 }
3397 else 3066 else
3398 free_object (tmp); 3067 tmp->destroy ();
3399 } 3068 }
3400 else 3069 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3071 }
3403} 3072}
3409 */ 3078 */
3410 3079
3411void 3080void
3412fix_weight (void) 3081fix_weight (void)
3413{ 3082{
3414 player *pl; 3083 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3084 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3086
3420 if (old == sum) 3087 if (old == sum)
3421 continue; 3088 continue;
3422 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3091 }
3425} 3092}
3426 3093
3427void 3094void
3428fix_luck (void) 3095fix_luck (void)
3429{ 3096{
3430 player *pl; 3097 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3435} 3100}
3436
3437 3101
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3441 */ 3105 */
3442
3443void 3106void
3444cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3445{ 3108{
3446 object *skop, *spob; 3109 object *skop, *spob;
3447 3110
3468 if (op->type == PLAYER) 3131 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3132 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3133
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3134 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3135
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3136 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3137}
3477 3138
3478void 3139void
3479make_visible (object *op) 3140make_visible (object *op)
3480{ 3141{
3494 object *tmp = NULL; 3155 object *tmp = NULL;
3495 3156
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3158 return 1;
3498 3159
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3160 return 0;
3505} 3161}
3506 3162
3507/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3596int 3252int
3597stand_near_hostile (object *who) 3253stand_near_hostile (object *who)
3598{ 3254{
3599 object *tmp = NULL; 3255 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3256 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3257 maptile *m;
3602 sint16 x, y; 3258 sint16 x, y;
3603 3259
3604 if (!who) 3260 if (!who)
3605 return 0; 3261 return 0;
3606 3262
3623 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3624 continue; 3280 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3282 continue;
3627 3283
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3285 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3287 return 1;
3632 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3633 { 3289 {
3663 if (pl->type != PLAYER) 3319 if (pl->type != PLAYER)
3664 { 3320 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3322 return -1;
3667 } 3323 }
3324
3668 if (!pl || !op) 3325 if (!pl || !op)
3669 return 0; 3326 return 0;
3670 3327
3671 if (op->head)
3672 {
3673 op = op->head; 3328 op = op->head_ ();
3674 } 3329
3675 get_rangevector (pl, op, &rv, 0x1); 3330 get_rangevector (pl, op, &rv, 0x1);
3676 3331
3677 /* starting with the 'head' part, lets loop 3332 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3333 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3334 * part that is in the los array but isnt on
3687 3342
3688 /* only the viewable area the player sees is updated by LOS 3343 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3344 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3345 * for any meaningful values.
3691 */ 3346 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3350 return 1;
3696 op = op->more; 3351 op = op->more;
3697 } 3352 }
3698 return 0; 3353 return 0;
3699} 3354}
3885 { 3540 {
3886 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3542 object *skin;
3888 3543
3889 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547 ;
3548
3891 if (skin == NULL) 3549 if (!skin)
3892 return; 3550 return;
3893 3551
3894 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3554 {

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