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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 1.90 by root, Sun Jan 7 21:54:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
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}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 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 */ 129 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 */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int 153/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 154static void
155set_first_map (object *op)
188{ 156{
189 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
191 return 0; 179 return;
192 180
193 for (; *cp != '\0'; cp++) 181 players.insert (this);
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
195 return 0; 192 return;
196 return 1;
197}
198 193
199/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
200 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
201 * Caller is responsible for setting the correct map. 196 ob->remove ();
202 */ 197 ob->map = 0;
203 198
204/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
205 * Hopefully this will be less bugfree and simpler. 200}
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{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215 201
216 if (!p) 202// connect the player with a specific client
217 { 203// also changed, rationalises, and fixes some incorrect settings
218 p = new player; 204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
219 209
220 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
221 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
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;
227 212
228 while (tmp != NULL && tmp->next != NULL) 213 clear_los (ob);
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234 214
235 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
236 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
237 218
238 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
239 * for next and socket. 220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 235 */
241 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
242 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 if (ns)
286 {
287 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289
290 INVOKE_PLAYER (DISCONNECT, this);
291
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 deactivate ();
297}
298
299// the need for this function can be explained
300// by load_object not returning the object
301void
302player::set_object (object *op)
303{
304 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */
306
307 ob->speed_left = 0.5;
308 ob->speed = 1.0;
309 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314}
315
316player::player ()
317{
243 /* There are some elements we want initialized to non zero value - 318 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 319 * we deal with that below this point.
245 */ 320 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 321 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 322 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 323 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 324
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 325 savebed_map = first_map_path; /* Init. respawn position */
257 326
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; 327 gen_sp_armour = 10;
272 p->last_speed = -1; 328 last_speed = -1;
273 p->shoottype = range_none; 329 shoottype = range_none;
274 p->bowtype = bow_normal; 330 bowtype = bow_normal;
275 p->petmode = pet_normal; 331 petmode = pet_normal;
276 p->listening = 10; 332 listening = 10;
277 p->usekeys = containers; 333 usekeys = containers;
278 p->last_weapon_sp = -1; 334 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 336 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);
288 337
289 /* we need to clear these to -1 and not zero - otherwise, 338 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 339 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 340 * send new values to the client, as things like exp start
292 * at zero. 341 * at zero.
293 */ 342 */
294 for (i = 0; i < NUM_SKILLS; i++) 343 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 344 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 345
298 }
299 for (i = 0; i < NROFATTACKS; i++) 346 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 347 last_resist[i] = -1;
302 } 348
303 p->last_stats.exp = -1; 349 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 350 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 351}
310 352
311/* This loads the first map an puts the player on it. */ 353void
312static void 354player::do_destroy ()
313set_first_map (object *op)
314{ 355{
315 strcpy (op->contr->maplevel, first_map_path); 356 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
321/* Tries to add player on the connection passwd in ns. 373/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 374 * All we can really get in this is some settings like host and display
323 * mode. 375 * mode.
324 */ 376 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 377player *
378player::create ()
379{
380 player *pl = new player;
330 381
331 p = get_player (NULL); 382 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 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); 383 set_first_map (pl->ob);
343 384
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; 385 return pl;
351} 386}
352 387
353/* 388/*
354 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
364 { 399 {
365 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
366 at = first_archetype; 401 at = first_archetype;
367 else 402 else
368 at = at->next; 403 at = at->next;
404
369 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
370 return at; 406 return at;
407
371 if (at == start) 408 if (at == start)
372 { 409 {
373 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 411 exit (-1);
375 } 412 }
376 } 413 }
377} 414}
378 415
379
380object * 416object *
381get_nearest_player (object *mon) 417get_nearest_player (object *mon)
382{ 418{
383 object *op = NULL; 419 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 420 objectlink *ol;
386 unsigned lastdist; 421 unsigned lastdist;
387 rv_vector rv; 422 rv_vector rv;
388 423
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 456 {
422 op = ol->ob; 457 op = ol->ob;
423 lastdist = rv.distance; 458 lastdist = rv.distance;
424 } 459 }
425 } 460 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 461
427 { 462 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 463 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 464 if (lastdist > rv.distance)
432 { 465 {
433 op = pl->ob; 466 op = pl->ob;
434 lastdist = rv.distance; 467 lastdist = rv.distance;
435 } 468 }
436 } 469
437 }
438#if 0 470#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 471 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 472#endif
441 return op; 473 return op;
442} 474}
460 * circling behaviour. Unfortunately, this function is also used to determined 492 * 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 493 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 494 * is probably not a good thing.
463 */ 495 */
464#define MAX_SPACES 50 496#define MAX_SPACES 50
465
466 497
467/* 498/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 499 * 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 500 * 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 501 * 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) 520path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 521{
491 rv_vector rv; 522 rv_vector rv;
492 sint16 x, y; 523 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 524 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 525 maptile *m, *lastmap;
495 526
496 get_rangevector (mon, pl, &rv, 0); 527 get_rangevector (mon, pl, &rv, 0);
497 528
498 if (rv.distance < mindiff) 529 if (rv.distance < mindiff)
499 return 0; 530 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 674 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 675 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 676 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 678 {
648 remove_ob (op); 679 op->destroy ();
649 free_object (op);
650 continue; 680 continue;
651 } 681 }
652 } 682 }
653 683
654 /* This really needs to be better - we should really give 684 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 695 if (tmp->type == op->type && tmp->name == op->name)
666 break; 696 break;
667 697
668 if (tmp) 698 if (tmp)
669 { 699 {
670 remove_ob (op); 700 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 702 continue;
674 } 703 }
704
675 if (op->nrof > 1) 705 if (op->nrof > 1)
676 op->nrof = 1; 706 op->nrof = 1;
677 } 707 }
678 708
679 if (op->type == SPELLBOOK && op->inv) 709 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 721 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 722 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 723 }
694 if (op->type == SPELL) 724 if (op->type == SPELL)
695 { 725 {
696 remove_ob (op); 726 op->destroy ();
697 free_object (op);
698 continue; 727 continue;
699 } 728 }
700 else if (op->type == SKILL) 729 else if (op->type == SKILL)
701 { 730 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
712 link_player_skills (pl); 741 link_player_skills (pl);
713} 742}
714 743
715void 744void
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) 745get_party_password (object *op, partylist *party)
800{ 746{
801 if (party == NULL) 747 if (party == NULL)
802 { 748 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 750 return;
805 } 751 }
752
806 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 757}
811
812 758
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 760static int
815roll_stat (void) 761roll_stat (void)
816{ 762{
817 int a[4], i, j, k; 763 int a[4], i, j, k;
818 764
819 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 769 if (a[i] < k)
824 k = a[i], j = i; 770 k = a[i], j = i;
825 771
826 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 773 if (i != j)
829 k += a[i]; 774 k += a[i];
830 } 775
831 return k; 776 return k;
832} 777}
833 778
834void 779void
835roll_stats (object *op) 780object::roll_stats ()
836{ 781{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 782 int statsort [7];
840 783
841 do 784 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 } 785 {
852 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
853 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
854 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 795 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;
862 796
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]; 797 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
887 804
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; 805 stats.exp = 0;
899 op->stats.ac = 0; 806 stats.ac = 0;
900 807
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; 808 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
909 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
910} 820}
911 821
912void 822void
913Roll_Again (object *op) 823object::swap_stats (int a, int b)
914{ 824{
915 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 826 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)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 828
920void 829 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
922{ 861{
923 signed char tmp;
924 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
925 863
926 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1041 869
1042/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1046 * not the class. 874 * not the class.
1047 */ 875 */
1048
1049int 876int
1050key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1051{ 878{
1052 int tmp_loop; 879 int tmp_loop;
1053 880
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') 881 if (key == 'd' || key == 'D')
1061 { 882 {
1062 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1063 884
1064 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 886 esrv_new_player (op->contr, op->weight + op->carrying);
887
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
1067 891
1068 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1070 894
1071 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1072 896
1073 if (op->msg) 897 if (op->msg)
1074 op->msg = NULL; 898 op->msg = NULL;
1075 899
1076 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1085 start_info (op); 909 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 910 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 911 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 912 link_player_skills (op);
1089 esrv_send_inventory (op, op); 913 esrv_send_inventory (op, op);
1090 fix_player (op); 914 op->update_stats ();
1091 915
1092 /* This moves the player to a different start map, if there 916 /* This moves the player to a different start map, if there
1093 * is one for this race 917 * is one for this race
1094 */ 918 */
1095 if (*first_map_ext_path) 919 if (*first_map_ext_path)
1096 { 920 {
1097 object *tmp; 921 object *tmp;
1098 char mapname[MAX_BUF]; 922 char mapname[MAX_BUF];
1099 923
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 925 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 926 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 927 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 928 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 929 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 930 * if the map isn't there, then stay on the
1107 * default initial map */ 931 * default initial map */
1108 free_object (tmp); 932 tmp->destroy ();
1109 } 933 }
1110 else 934 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 935 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 936
1114 return 0; 937 return 0;
1115 } 938 }
1116 939
1117 /* Following actually changes the race - this is the default command 940 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 941 * if we don't match with one of the options above.
1122 while (!tmp_loop) 945 while (!tmp_loop)
1123 { 946 {
1124 shstr name = op->name; 947 shstr name = op->name;
1125 int x = op->x, y = op->y; 948 int x = op->x, y = op->y;
1126 949
1127 remove_statbonus (op); 950 op->remove_statbonus ();
1128 remove_ob (op); 951 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 952 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 953 op->arch->clone.copy_to (op);
1131 op->instantiate (); 954 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 955 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 956 op->name = op->name_pl = name;
1134 op->x = x; 957 op->x = x;
1135 op->y = y; 958 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 959 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 960 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 961 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 962 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 963 tmp_loop = allowed_class (op);
1141 } 964 }
1142 965
1143 update_object (op, UP_OBJ_FACE); 966 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 967 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 968 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 969 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 970 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 971 op->stats.grace = 0;
1149 972
1150 if (op->msg) 973 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 974 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 975
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 976 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; 977 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
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;
1204} 978}
1205 979
1206void 980void
1207flee_player (object *op) 981flee_player (object *op)
1208{ 982{
1238 { 1012 {
1239 op->enemy = NULL; 1013 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1014 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1015 return;
1242 } 1016 }
1017
1243 get_rangevector (op, op->enemy, &rv, 0); 1018 get_rangevector (op, op->enemy, &rv, 0);
1244 1019
1245 dir = absdir (4 + rv.direction); 1020 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1021 for (diff = 0; diff < 3; diff++)
1247 { 1022 {
1248 int m = 1 - (RANDOM () & 2); 1023 int m = 1 - (RANDOM () & 2);
1249 1024
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1025 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1026 return;
1253 }
1254 } 1027 }
1028
1255 /* Cornered, get rid of scared */ 1029 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1031 op->enemy = NULL;
1258} 1032}
1259 1033
1264 */ 1038 */
1265int 1039int
1266check_pick (object *op) 1040check_pick (object *op)
1267{ 1041{
1268 object *tmp, *next; 1042 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1043 int stop = 0;
1271 int j, k, wvratio; 1044 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1045 char putstring[128], tmpstr[16];
1273 1046
1274
1275 /* if you're flying, you cna't pick up anything */ 1047 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1048 if (op->move_type & MOVE_FLYING)
1277 return 1; 1049 return 1;
1278 1050
1279 op_tag = op->count;
1280
1281 next = op->below; 1051 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1052
1285 /* loop while there are items on the floor that are not marked as 1053 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1054 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1055 while (next && !next->destroyed ())
1288 { 1056 {
1289 tmp = next; 1057 tmp = next;
1290 next = tmp->below; 1058 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1059
1294 if (was_destroyed (op, op_tag)) 1060 if (op->destroyed ())
1295 return 0; 1061 return 0;
1296 1062
1297 if (!can_pick (op, tmp)) 1063 if (!can_pick (op, tmp))
1298 continue; 1064 continue;
1299 1065
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1121 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1122 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)))); 1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1125 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 } 1126 }
1127
1389 /* philosophy: 1128 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1129 * 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 1130 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1131 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1132 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1133 * example.
1395 * The drawback: right now it has no frontend, so you need to 1134 * 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 1135 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1136 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1170 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1171 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1172 if (tmp->type == FOOD)
1434 { 1173 {
1435 pick_up (op, tmp); 1174 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1175 continue;
1439 } 1176 }
1177
1440 if (op->contr->mode & PU_DRINK) 1178 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1179 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1180 {
1443 pick_up (op, tmp); 1181 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1182 continue;
1447 } 1183 }
1448 1184
1449 if (op->contr->mode & PU_POTION) 1185 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1186 if (tmp->type == POTION)
1451 { 1187 {
1452 pick_up (op, tmp); 1188 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1189 continue;
1456 } 1190 }
1457 1191
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1192 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1193 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1194 if (tmp->type == SPELLBOOK)
1461 { 1195 {
1462 pick_up (op, tmp); 1196 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1197 continue;
1466 } 1198 }
1199
1467 if (op->contr->mode & PU_SKILLSCROLL) 1200 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1201 if (tmp->type == SKILLSCROLL)
1469 { 1202 {
1470 pick_up (op, tmp); 1203 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1204 continue;
1474 } 1205 }
1206
1475 if (op->contr->mode & PU_READABLES) 1207 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1208 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1209 {
1478 pick_up (op, tmp); 1210 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1211 continue;
1482 } 1212 }
1483 1213
1484 /* wands/staves/rods/horns */ 1214 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1215 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1216 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1217 {
1488 pick_up (op, tmp); 1218 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1219 continue;
1492 } 1220 }
1493 1221
1494 /* pick up all magical items */ 1222 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1223 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1224 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1225 {
1498 pick_up (op, tmp); 1226 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1227 continue;
1502 } 1228 }
1503 1229
1504 if (op->contr->mode & PU_VALUABLES) 1230 if (op->contr->mode & PU_VALUABLES)
1505 { 1231 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1232 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1233 {
1508 pick_up (op, tmp); 1234 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1235 continue;
1512 } 1236 }
1513 } 1237 }
1514 1238
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1239 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1240 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1241 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1242 {
1519 pick_up (op, tmp); 1243 pick_up (op, tmp);
1244 continue;
1520 if (0) 1245 }
1521 fprintf (stderr, "JEWELS\n"); 1246
1247 /* we don't forget dragon food */
1248 if (op->contr->mode & PU_FLESH)
1249 if (tmp->type == FLESH)
1250 {
1251 pick_up (op, tmp);
1522 continue; 1252 continue;
1523 } 1253 }
1524 1254
1525 /* bows and arrows. Bows are good for selling! */ 1255 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1256 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1257 if (tmp->type == BOW)
1528 { 1258 {
1529 pick_up (op, tmp); 1259 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1260 continue;
1533 } 1261 }
1262
1534 if (op->contr->mode & PU_ARROW) 1263 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1264 if (tmp->type == ARROW)
1536 { 1265 {
1537 pick_up (op, tmp); 1266 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1267 continue;
1541 } 1268 }
1542 1269
1543 /* all kinds of armor etc. */ 1270 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1271 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1272 if (tmp->type == ARMOUR)
1546 { 1273 {
1547 pick_up (op, tmp); 1274 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1275 continue;
1551 } 1276 }
1277
1552 if (op->contr->mode & PU_HELMET) 1278 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1279 if (tmp->type == HELMET)
1554 { 1280 {
1555 pick_up (op, tmp); 1281 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1282 continue;
1559 } 1283 }
1284
1560 if (op->contr->mode & PU_SHIELD) 1285 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1286 if (tmp->type == SHIELD)
1562 { 1287 {
1563 pick_up (op, tmp); 1288 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1289 continue;
1567 } 1290 }
1291
1568 if (op->contr->mode & PU_BOOTS) 1292 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1293 if (tmp->type == BOOTS)
1570 { 1294 {
1571 pick_up (op, tmp); 1295 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1296 continue;
1575 } 1297 }
1298
1576 if (op->contr->mode & PU_GLOVES) 1299 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1300 if (tmp->type == GLOVES)
1578 { 1301 {
1579 pick_up (op, tmp); 1302 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1303 continue;
1583 } 1304 }
1305
1584 if (op->contr->mode & PU_CLOAK) 1306 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1307 if (tmp->type == CLOAK)
1586 { 1308 {
1587 pick_up (op, tmp); 1309 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1310 continue;
1591 } 1311 }
1592 1312
1593 /* hoping to catch throwing daggers here */ 1313 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1314 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1315 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1316 {
1597 pick_up (op, tmp); 1317 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1318 continue;
1601 } 1319 }
1602 1320
1603 /* careful: chairs and tables are weapons! */ 1321 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1322 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1325 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1326 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1327 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1328 {
1611 pick_up (op, tmp); 1329 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1330 continue;
1615 } 1331 }
1616 } 1332 }
1333
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1334 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1335 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1336 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1337 {
1621 pick_up (op, tmp); 1338 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1339 continue;
1625 } 1340 }
1626 } 1341 }
1627 } 1342 }
1628 1343
1629 /* misc stuff that's useful */ 1344 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1345 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1346 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1347 {
1633 pick_up (op, tmp); 1348 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1349 continue;
1637 } 1350 }
1638 1351
1639 /* any of the last 4 bits set means we use the ratio for value 1352 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1353 * pickups */
1662 continue; 1375 continue;
1663 } 1376 }
1664 } 1377 }
1665 } /* the new pickup model */ 1378 } /* the new pickup model */
1666 } 1379 }
1380
1667 return !stop; 1381 return !stop;
1668} 1382}
1669 1383
1670/* 1384/*
1671 * Find an arrow in the inventory and after that 1385 * Find an arrow in the inventory and after that
1770 1484
1771object * 1485object *
1772pick_arrow_target (object *op, const char *type, int dir) 1486pick_arrow_target (object *op, const char *type, int dir)
1773{ 1487{
1774 object *tmp = NULL; 1488 object *tmp = NULL;
1775 mapstruct *m; 1489 maptile *m;
1776 int i, mflags, found, number; 1490 int i, mflags, found, number;
1777 sint16 x, y; 1491 sint16 x, y;
1778 1492
1779 if (op->map == NULL) 1493 if (op->map == NULL)
1780 return find_arrow (op, type); 1494 return find_arrow (op, type);
1840 */ 1554 */
1841int 1555int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1556fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1557{
1844 object *left, *bow; 1558 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1559 int bowspeed, mflags;
1847 mapstruct *m; 1560 maptile *m;
1848 1561
1849 if (!dir) 1562 if (!dir)
1850 { 1563 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1565 return 0;
1853 } 1566 }
1567
1854 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1569 bow = op->contr->ranges[range_bow];
1856 else 1570 else
1857 { 1571 {
1858 for (bow = op->inv; bow; bow = bow->below) 1572 for (bow = op->inv; bow; bow = bow->below)
1866 { 1580 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1582 return 0;
1869 } 1583 }
1870 } 1584 }
1585
1871 if (!bow->race || !bow->skill) 1586 if (!bow->race || !bow->skill)
1872 { 1587 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1589 return 0;
1875 } 1590 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1593
1879 /* penalize ROF for bestarrow */ 1594 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1882 if (bowspeed < 1) 1598 if (bowspeed < 1)
1883 bowspeed = 1; 1599 bowspeed = 1;
1884 1600
1885 if (arrow == NULL) 1601 if (arrow == NULL)
1886 { 1602 {
1892 else 1608 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1609 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1610 return 0;
1895 } 1611 }
1896 } 1612 }
1613
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1615 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1616 return 0;
1901 } 1617
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1618 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1619 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1620 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1621 return 0;
1906 } 1622 }
1907 1623
1908 /* this should not happen, but sometimes does */ 1624 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1625 if (arrow->nrof == 0)
1910 { 1626 {
1911 remove_ob (arrow); 1627 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1628 return 0;
1914 } 1629 }
1915 1630
1916 left = arrow; /* these are arrows left to the player */ 1631 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1632 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1633 if (!arrow)
1920 { 1634 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1636 return 0;
1923 } 1637 }
1924 set_owner (arrow, op); 1638
1639 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1640 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1641 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1642
1931 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1932 { 1644 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1646 op->update_stats ();
1935 } 1647 }
1936 1648
1937 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1651 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1652 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1653 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1654 arrow->spellarg = strdup (arrow->slaying);
1943 1655
1944 /* Note that this was different for monsters - they got their level 1656 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1657 * added to the damage. I think the strength bonus is more proper.
1946 */ 1658 */
1947 1659
1949 1661
1950 /* update the speed */ 1662 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1663 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; 1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1665
1954 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1958 1668
1959 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1960 { 1670 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1675 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1676 }
1967 else 1677 else
1968 { 1678 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1679 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1680 arrow->level = op->level;
1972 } 1681 }
1682
1973 if (arrow->attacktype == AT_PHYSICAL) 1683 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1684 arrow->attacktype |= bow->attacktype;
1685
1975 if (bow->slaying != NULL) 1686 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1687 arrow->slaying = bow->slaying;
1977 1688
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1689 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1691
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1693 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1694
1986 if (!was_destroyed (arrow, tag)) 1695 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1696 move_arrow (arrow);
1988 1697
1989 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1990 { 1699 {
1991 if (was_destroyed (left, left_tag)) 1700 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1701 esrv_del_item (op->contr, left->count);
1993 else 1702 else
1994 esrv_send_item (op, left); 1703 esrv_send_item (op, left);
1995 } 1704 }
1705
1996 return 1; 1706 return 1;
1997} 1707}
1998 1708
1999/* Special fire code for players - this takes into 1709/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1710 * account the special fire modes players can have
2014 } 1724 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1725 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1726 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1728 wcmod = -1;
1729
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1731 }
2021 else if (op->contr->bowtype == bow_threewide) 1732 else if (op->contr->bowtype == bow_threewide)
2022 { 1733 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1804
2094 if (item->arch) 1805 if (item->arch)
2095 { 1806 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1808 item->face = item->arch->clone.face;
2098 item->speed = 0; 1809 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1810 }
1811
2101 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1814 }
2104 } 1815 }
2105 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1817 drain_rod_charge (item);
2108 }
2109 } 1818 }
2110} 1819}
2111 1820
2112/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2113 */ 1822 */
2136 case range_misc: 1845 case range_misc:
2137 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2138 return; 1847 return;
2139 1848
2140 case range_golem: /* Control summoned monsters from scrolls */ 1849 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) 1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1851 {
2143 op->contr->ranges[range_golem] = NULL; 1852 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1853 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1854 }
2147 else 1855 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1856 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1857 return;
2150 1858
2257 * 0 otherwise 1965 * 0 otherwise
2258 */ 1966 */
2259static int 1967static int
2260player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2261{ 1969{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* 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 - 1971 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2266 */ 1973 */
2267 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2012 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2013 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2014 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2015 * going to try and move (not fire weapons).
2309 */ 2016 */
2310
2311void 2017void
2312move_player_attack (object *op, int dir) 2018move_player_attack (object *op, int dir)
2313{ 2019{
2314 object *tmp, *mon; 2020 object *tmp, *mon;
2315 sint16 nx, ny; 2021 sint16 nx, ny;
2316 int on_battleground; 2022 int on_battleground;
2317 mapstruct *m; 2023 maptile *m;
2318 2024
2319 nx = freearr_x[dir] + op->x; 2025 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2026 ny = freearr_y[dir] + op->y;
2321 2027
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2323 2029
2324 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 2032 * 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 2033 * player. This is a pretty nasty hack, because if we could
2332 */ 2038 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2040 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2042 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2338 if (!m) 2044 if (!m)
2339 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2340 } 2046 }
2341 else 2047 else
2342 m = op->map; 2048 m = op->map;
2343 2049
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2050 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2051 return;
2348 }
2349 2052
2350 mon = NULL; 2053 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2057 * on the space
2355 */ 2058 */
2356 while (tmp != NULL) 2059 while (tmp)
2357 { 2060 {
2358 if (tmp == op) 2061 if (tmp == op)
2359 { 2062 {
2360 tmp = tmp->above; 2063 tmp = tmp->above;
2361 continue; 2064 continue;
2362 } 2065 }
2066
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2068 {
2365 mon = tmp; 2069 mon = tmp;
2366 break; 2070 break;
2367 } 2071 }
2072
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2074 mon = tmp;
2075
2370 tmp = tmp->above; 2076 tmp = tmp->above;
2371 } 2077 }
2372 2078
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2080 return; /* into a wall */
2375 2081
2376 if (mon->head != NULL) 2082 if (mon->head)
2377 mon = mon->head; 2083 mon = mon->head;
2378 2084
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2086 if (player_attack_door (op, mon))
2381 return; 2087 return;
2393 * player owns it and it is either friendly or unagressive. 2099 * player owns it and it is either friendly or unagressive.
2394 */ 2100 */
2395 if ((op->type == PLAYER) 2101 if ((op->type == PLAYER)
2396#if COZY_SERVER 2102#if COZY_SERVER
2397 && 2103 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2104 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2106#else
2401 && get_owner (mon) == op 2107 && mon->owner == op
2402#endif 2108#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2110 {
2405 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2112 if (op->contr->braced)
2407 return; 2113 return;
2114
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2116 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2118 make_visible (op);
2119
2412 return; 2120 return;
2413 } 2121 }
2414 2122
2415 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2126 * attack them either.
2419 */ 2127 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2131 (op->contr->peaceful
2424 || (mon->type == PLAYER 2132 || (mon->type == PLAYER
2425 && mon->contr-> 2133 && mon->contr->
2426 peaceful)) && 2134 peaceful)) &&
2427#else 2135#else
2428 op->contr->peaceful && 2136 op->contr->peaceful &&
2429#endif 2137#endif
2430 !on_battleground)) 2138 !on_battleground))
2431 { 2139 {
2432 if (!op->contr->braced) 2140 if (!op->contr->braced)
2433 { 2141 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2436 } 2144 }
2437 else 2145 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2147
2441 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2149 make_visible (op);
2443 } 2150 }
2444 2151
2445 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2167 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2170 {
2465 2171
2466 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2179 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2180
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2182 }
2477 2183
2478 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2479 2185
2480 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2189 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2192 {
2487 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2488 2194
2489 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2492 } 2198 }
2199
2493 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2494 make_visible (op); 2201 make_visible (op);
2495 } 2202 }
2496 } /* if player should attack something */ 2203 } /* if player should attack something */
2497} 2204}
2499int 2206int
2500move_player (object *op, int dir) 2207move_player (object *op, int dir)
2501{ 2208{
2502 int pick; 2209 int pick;
2503 2210
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2212 return 0;
2506 2213
2507 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2509 { 2216 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2218 return 0;
2512 } 2219 }
2513 2220
2514 /* peterm: added following line */ 2221 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517 2224
2518 op->facing = dir; 2225 op->facing = dir;
2519 2226
2532 2239
2533 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2241 * server can handle repeat firing.
2535 */ 2242 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2244 op->direction = dir;
2539 }
2540 else 2245 else
2541 {
2542 op->direction = 0; 2246 op->direction = 0;
2543 } 2247
2544 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2250 * for players.
2547 */ 2251 */
2548 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2297 /* 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 2298 * 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 2299 * 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. 2300 * put this in a a workaround to clean up the golem pointer.
2597 */ 2301 */
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))) 2302 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2303 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2304
2605 /* call this here - we also will call this in do_ericserver, but 2305 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2306 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2307 * called, so we recheck it here.
2608 */ 2308 */
2609 HandleClient (&op->contr->socket, op->contr); 2309 if (op->contr->ns->handle_command ())
2310 return 1;
2311
2610 if (op->speed_left < 0) 2312 if (op->speed_left > 0)
2611 return 0; 2313 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2314 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2315 {
2615 /* All move commands take 1 tick, at least for now */ 2316 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2317 op->speed_left--;
2617 2318
2618 /* Instead of all the stuff below, let move_player take care 2319 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2320 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2321 * there, as well as the confusion stuff.
2621 */ 2322 */
2622 move_player (op, op->direction); 2323 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2324
2624 return 1; 2325 return op->speed_left > 0;
2625 else 2326 }
2626 return 0;
2627 } 2327 }
2328
2628 return 0; 2329 return 0;
2629} 2330}
2630 2331
2631int 2332int
2632save_life (object *op) 2333save_life (object *op)
2633{ 2334{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2335 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2336 return 0;
2638 2337
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2339 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2340 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2341 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)); 2342 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2343
2644 if (op->contr) 2344 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2345 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2346
2647 free_object (tmp); 2347 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2348 CLEAR_FLAG (op, FLAG_LIFESAVE);
2349
2649 if (op->stats.hp < 0) 2350 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2351 op->stats.hp = op->stats.maxhp;
2352
2651 if (op->stats.food < 0) 2353 if (op->stats.food < 0)
2652 op->stats.food = 999; 2354 op->stats.food = 999;
2653 fix_player (op); 2355
2356 op->update_stats ();
2654 return 1; 2357 return 1;
2655 } 2358 }
2359
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2361 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2362 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2363 return 0;
2660} 2364}
2669{ 2373{
2670 object *next; 2374 object *next;
2671 2375
2672 while (op) 2376 while (op)
2673 { 2377 {
2674 next = op->below; /* Make sure we have a good value, in case 2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2379
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2381 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2382 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2383 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2384
2385 op->insert_at (env);
2685 } 2386 }
2686 else if (op->inv) 2387 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2388 remove_unpaid_objects (op->inv, env);
2389
2688 op = next; 2390 op = next;
2689 } 2391 }
2690} 2392}
2691
2692 2393
2693/* 2394/*
2694 * Returns pointer a static string containing gravestone text 2395 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2396 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2397 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2408 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2410 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2411 else
2711 sprintf (buf, "%s\n", &op->name); 2412 sprintf (buf, "%s\n", &op->name);
2413
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2415 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2417 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2418 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2419 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2420
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2421 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2422 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2721 { 2424 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2425 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2426 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2427 strcat (buf2, buf);
2725 } 2428 }
2429
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2430 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2432 strcat (buf2, buf);
2433
2729 return buf2; 2434 return buf2;
2730} 2435}
2731
2732
2733 2436
2734void 2437void
2735do_some_living (object *op) 2438do_some_living (object *op)
2736{ 2439{
2737 int last_food = op->stats.food; 2440 int last_food = op->stats.food;
2746 const int max_grace = 1; 2449 const int max_grace = 1;
2747 2450
2748 if (op->contr->outputs_sync) 2451 if (op->contr->outputs_sync)
2749 { 2452 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2453 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) 2454 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]); 2455 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2456 }
2754 2457
2755 if (op->contr->state == ST_PLAYING) 2458 if (op->contr->ns->state == ST_PLAYING)
2756 { 2459 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2460 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2461 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2462 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2463 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2464 else
2763 { 2465 {
2764 gen_hp = op->stats.maxhp; 2466 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2467 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2468 }
2469
2767 if (op->contr->gen_sp >= 0) 2470 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2471 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2472 else
2770 { 2473 {
2771 gen_sp = op->stats.maxsp; 2474 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2475 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2476 }
2477
2774 if (op->contr->gen_grace >= 0) 2478 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2480 else
2777 { 2481 {
2778 gen_grace = op->stats.maxgrace; 2482 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2498 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2500 op->stats.food = last_food;
2797 } 2501 }
2798 } 2502 }
2503
2799 if (max_sp > 1) 2504 if (max_sp > 1)
2800 { 2505 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2506 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2507 if (over_sp > 0)
2803 { 2508 {
2804 if (op->stats.sp < op->stats.maxsp) 2509 if (op->stats.sp < op->stats.maxsp)
2805 { 2510 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2514 op->stats.sp--;
2515
2809 if (op->stats.sp > op->stats.maxsp) 2516 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2517 op->stats.sp = op->stats.maxsp;
2811 } 2518 }
2812 op->last_sp = 0; 2519 op->last_sp = 0;
2813 } 2520 }
2814 else 2521 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2523 }
2819 else 2524 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2526 }
2824 2527
2825 /* Regenerate Grace */ 2528 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2530 if (--op->last_grace < 0)
2828 { 2531 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2532 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2533 op->stats.grace++; /* no penalty in food for regaining grace */
2534
2831 if (max_grace > 1) 2535 if (max_grace > 1)
2832 { 2536 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2538 if (over_grace > 0)
2835 { 2539 {
2863 op->stats.food += op->contr->digestion; 2567 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2568 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2569 op->stats.food = last_food;
2866 } 2570 }
2867 } 2571 }
2572
2868 if (max_hp > 1) 2573 if (max_hp > 1)
2869 { 2574 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2576 if (over_hp > 0)
2872 { 2577 {
2896 2601
2897 if (op->contr->gen_hp > 0) 2602 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2604 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606
2901 /* dms do not consume food */ 2607 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2609 op->stats.food--;
2904 } 2610 }
2905 }
2906 2611
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2612 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2613 {
2909 object *tmp, *flesh = NULL; 2614 object *tmp, *flesh = 0;
2910 2615
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2616 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2617 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2619 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2621 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2623 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2624 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2625 break;
2921 } 2626 }
2922 else if (tmp->type == FLESH) 2627 else if (tmp->type == FLESH)
2923 flesh = tmp; 2628 flesh = tmp;
2924 } /* End if paid for object */ 2629 } /* End if paid for object */
2925 } /* end of for loop */ 2630 } /* end of for loop */
2631
2926 /* If player is still starving, it means they don't have any food, so 2632 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2633 * eat flesh instead.
2928 */ 2634 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2636 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2638 manual_apply (op, flesh, 0);
2933 } 2639 }
2934 } /* end if player is starving */ 2640 }
2935 2641
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2642 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2643 op->stats.food++, op->stats.hp--;
2938 2644
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2646 kill_player (op);
2647 }
2941} 2648}
2942
2943
2944 2649
2945/* If the player should die (lack of hp, food, etc), we call this. 2650/* 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 2651 * 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 2652 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2653 * file.
2952{ 2657{
2953 char buf[MAX_BUF]; 2658 char buf[MAX_BUF];
2954 int x, y; 2659 int x, y;
2955 2660
2956 //int i; 2661 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2662 maptile *map; /* this is for resurrection */
2958 2663
2959 /* int z; 2664 /* int z;
2960 int num_stats_lose; 2665 int num_stats_lose;
2961 int lost_a_stat; 2666 int lost_a_stat;
2962 int lose_this_stat; 2667 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2683 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..."); 2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2685
2981 /* restore player */ 2686 /* restore player */
2982 at = archetype::find ("poisoning"); 2687 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2689 {
2986 remove_ob (tmp); 2690 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2692 }
2990 2693
2991 at = archetype::find ("confusion"); 2694 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2695 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2696 {
2995 remove_ob (tmp); 2697 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2699 }
2999 2700
3000 cure_disease (op, 0); /* remove any disease */ 2701 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2702 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2703 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2704 op->stats.food = 999;
3004 2705
3005 /* create a bodypart-trophy to make the winner happy */ 2706 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2707 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2708 {
3009 sprintf (buf, "%s's finger", &op->name); 2709 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2710 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2711 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2712 " 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); 2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2714 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2715 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2716 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2717 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2718 }
3020 2719
3021 /* teleport defeated player to new destination */ 2720 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2721 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2722 op->contr->braced = 0;
3028 2727
3029 command_kill_pets (op, 0); 2728 command_kill_pets (op, 0);
3030 2729
3031 if (op->stats.food < 0) 2730 if (op->stats.food < 0)
3032 { 2731 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2732 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2733 strcpy (op->contr->killer, "starvation");
3042 } 2734 }
3043 else 2735 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2736 sprintf (buf, "%s died.", &op->name);
3053 } 2737
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2739
3056 /* save the map location for corpse, gravestone */ 2740 /* save the map location for corpse, gravestone */
3057 x = op->x; 2741 x = op->x;
3058 y = op->y; 2742 y = op->y;
3059 map = op->map; 2743 map = op->map;
3060 2744
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2745 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2746 * 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. 2747 * See the config.h file for a little more in depth detail about this.
3067 */ 2748 */
3068 2749
3069 /* Basically two ways to go - remove a stat permanently, or just 2750 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2751 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2752 * of death.
3072 */ 2753 */
3073#ifndef COZY_SERVER 2754#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2755 if (settings.balanced_stat_loss)
3075 { 2756 {
3076 /* If stat loss is permanent, lose one stat only. */ 2757 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2758 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2759 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2760 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2761 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2762 little bit harder. */
3082 /* GD */ 2763 /* GD */
3083 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2765 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2766 else
3089 { 2767 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2768 }
2769 else
3090 num_stats_lose = 1; 2770 num_stats_lose = 1;
3091 } 2771
3092 lost_a_stat = 0; 2772 lost_a_stat = 0;
3093 2773
3094 for (z = 0; z < num_stats_lose; z++) 2774 for (z = 0; z < num_stats_lose; z++)
3095 { 2775 {
3096 i = RANDOM () % NUM_STATS; 2776 i = RANDOM () % NUM_STATS;
3097 2777
3098 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3099 { 2779 {
3100 /* Pick a random stat and take a point off it. Tell the player 2780 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2781 * what he lost.
3102 */ 2782 */
3103 change_attr_value (&(op->stats), i, -1); 2783 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2784 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2785 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2786 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2788 lost_a_stat = 1;
2789 }
2790 else
2791 {
2792 /* deplete a stat */
2793 archetype *deparch = archetype::find ("depletion");
2794 object *dep;
2795
2796 dep = present_arch_in_ob (deparch, op);
2797 if (!dep)
2798 {
2799 dep = arch_to_object (deparch);
2800 insert_ob_in_ob (dep, op);
3109 } 2801 }
3110 else 2802 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss)
3111 { 2804 {
3112 /* deplete a stat */ 2805 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2806 /* Get the stat that we're about to deplete. */
3114 object *dep; 2807 this_stat = get_attr_value (&(dep->stats), i);
3115 2808 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2809 {
3119 dep = arch_to_object (deparch); 2810 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2811 int keep_chance = this_stat * this_stat;
3121 } 2812
3122 lose_this_stat = 1; 2813 /* 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) 2814 if (keep_chance < 1)
2815 keep_chance = 1;
2816
2817 /* There is a maximum depletion total per level. */
2818 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2819 {
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; 2820 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2821 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2822 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 } 2823 }
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 */ 2824 else
3164 if (this_stat >= -50)
3165 { 2825 {
3166 change_attr_value (&(dep->stats), i, -1); 2826 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; 2827 lose_this_stat = 0;
2828 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2829 this_stat, keep_chance, loss_chance,
2830 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2831 }
3172 } 2832 }
3173 } 2833 }
2834
2835 if (lose_this_stat)
2836 {
2837 this_stat = get_attr_value (&(dep->stats), i);
2838 /* We could try to do something clever like find another
2839 * stat to reduce if this fails. But chances are, if
2840 * stats have been depleted to -50, all are pretty low
2841 * and should be roughly the same, so it shouldn't make a
2842 * difference.
2843 */
2844 if (this_stat >= -50)
2845 {
2846 change_attr_value (&(dep->stats), i, -1);
2847 SET_FLAG (dep, FLAG_APPLIED);
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 op->update_stats ();
2850 lost_a_stat = 1;
2851 }
3174 } 2852 }
2853 }
2854 }
3175 /* If no stat lost, tell the player. */ 2855 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2856 if (!lost_a_stat)
3177 { 2857 {
3178 /* determine_god() seems to not work sometimes... why is this? 2858 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2859 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2860 const char *god = determine_god (op);
3181 2861
3182 if (god && (strcmp (god, "none"))) 2862 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); 2863 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2864 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2865 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2866 }
2867#else
2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2869#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 2870
3190 /* Put a gravestone up where the character 'almost' died. List the 2871 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2872 * exp loss on the stone.
3192 */ 2873 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2874 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2875 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2876 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2877 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2878 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); 2879 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; 2880 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2881 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2882 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2883
3203 /**************************************/ 2884 /**************************************/
3204 /* */ 2885 /* */
3205 /* Subtract the experience points, */ 2886 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2887 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2888 /* food, and reset HP's... */
3208 /* */ 2889 /* */
3209
3210 /**************************************/ 2890 /**************************************/
3211 2891
3212 /* remove any poisoning and confusion the character may be suffering. */ 2892 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2893 /* restore player */
3214 at = archetype::find ("poisoning"); 2894 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
2896
3216 if (tmp) 2897 if (tmp)
3217 { 2898 {
3218 remove_ob (tmp); 2899 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2901 }
3222 2902
3223 at = archetype::find ("confusion"); 2903 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2904 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2905 if (tmp)
3226 { 2906 {
3227 remove_ob (tmp); 2907 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2909 }
2910
3231 cure_disease (op, 0); /* remove any disease */ 2911 cure_disease (op, 0); /* remove any disease */
3232 2912
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2913 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2914 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2915 if (op->stats.food < 100)
3236 op->stats.food = 900; 2916 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2917 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2920
3241 /* 2921 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2922 * 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 2923 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2924 * in the map.
3245 */ 2925 */
3246 2926
3247 if (is_in_shop (op)) 2927 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2928 remove_unpaid_objects (op->inv, op);
3249 2929
3250 /****************************************/ 2930 /****************************************/
3251 /* */ 2931 /* */
3252 /* Move player to his current respawn- */ 2932 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2933 /* position (usually last savebed) */
3254 /* */ 2934 /* */
3255
3256 /****************************************/ 2935 /****************************************/
3257 2936
3258 enter_player_savebed (op); 2937 enter_player_savebed (op);
3259 2938
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2939 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2940
3266 /* it is possible that the player has blown something up 2941 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2942 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2943 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2944 * on the space that might harm the player.
3270 */ 2945 */
3271 will_kill_again = 0; 2946 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2948 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2949 will_kill_again |= tmp->attacktype;
3276 } 2950
3277 if (will_kill_again) 2951 if (will_kill_again)
3278 { 2952 {
3279 object *force; 2953 object *force;
3280 int at; 2954 int at;
3281 2955
3282 force = get_archetype (FORCE_NAME); 2956 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2957 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2958 force->speed = 0.1;
3285 force->speed_left = -5.0; 2959 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2960 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2961 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2962 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2963 force->resist[at] = 100;
3291 } 2964
3292 insert_ob_in_ob (force, op); 2965 insert_ob_in_ob (force, op);
3293 fix_player (op); 2966 op->update_stats ();
3294 2967
3295 } 2968 }
3296 2969
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2970 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} 2971}
3366
3367 2972
3368void 2973void
3369loot_object (object *op) 2974loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2975{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2976 object *tmp, *tmp2, *next;
3372 2977
3373 if (op->container) 2978 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 2979 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 2980
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2981 for (tmp = op->inv; tmp; tmp = next)
3379 { 2982 {
3380 next = tmp->below; 2983 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2984
2985 if (tmp->invisible)
3382 continue; 2986 continue;
3383 remove_ob (tmp); 2987
2988 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2989 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 2990 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2991 { /* empty container to ground */
3387 loot_object (tmp); 2992 loot_object (tmp);
3388 } 2993 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2994 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 2995 {
3391 if (tmp->nrof > 1) 2996 if (tmp->nrof > 1)
3392 { 2997 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2999 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3000 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3001 }
3397 else 3002 else
3398 free_object (tmp); 3003 tmp->destroy ();
3399 } 3004 }
3400 else 3005 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3006 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3007 }
3403} 3008}
3409 */ 3014 */
3410 3015
3411void 3016void
3412fix_weight (void) 3017fix_weight (void)
3413{ 3018{
3414 player *pl; 3019 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3020 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3022
3420 if (old == sum) 3023 if (old == sum)
3421 continue; 3024 continue;
3422 fix_player (pl->ob); 3025 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3027 }
3425} 3028}
3426 3029
3427void 3030void
3428fix_luck (void) 3031fix_luck (void)
3429{ 3032{
3430 player *pl; 3033 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3034 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3035 pl->ob->change_luck (0);
3435} 3036}
3436
3437 3037
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3038/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3039 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3040 * just treat this as any other spell casting object.
3441 */ 3041 */
3442
3443void 3042void
3444cast_dust (object *op, object *throw_ob, int dir) 3043cast_dust (object *op, object *throw_ob, int dir)
3445{ 3044{
3446 object *skop, *spob; 3045 object *skop, *spob;
3447 3046
3468 if (op->type == PLAYER) 3067 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3068 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3069
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3070 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3071
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3072 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3073}
3477 3074
3478void 3075void
3479make_visible (object *op) 3076make_visible (object *op)
3480{ 3077{
3494 object *tmp = NULL; 3091 object *tmp = NULL;
3495 3092
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3094 return 1;
3498 3095
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; 3096 return 0;
3505} 3097}
3506 3098
3507/* look at the surrounding terrain to determine 3099/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3100 * the hideability of this object. Positive levels
3564 3156
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3158
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3159 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3160 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3161 if (!skop || num >= skop->level)
3571 { 3162 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3164 make_visible (op);
3574 return; 3165 return;
3575 } 3166 }
3576 else 3167 else
3577 num += 20; 3168 num += 20;
3578 } 3169
3579 num += op->map->difficulty; 3170 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3171 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3172 num -= hide;
3173
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3175 {
3584 make_visible (op); 3176 make_visible (op);
3585 if (op->type == PLAYER) 3177 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3179 }
3588 else if (op->type == PLAYER && skop) 3180 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3182}
3593 3183
3594/* determine if who is standing near a hostile creature. */ 3184/* determine if who is standing near a hostile creature. */
3595 3185
3596int 3186int
3597stand_near_hostile (object *who) 3187stand_near_hostile (object *who)
3598{ 3188{
3599 object *tmp = NULL; 3189 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3190 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3191 maptile *m;
3602 sint16 x, y; 3192 sint16 x, y;
3603 3193
3604 if (!who) 3194 if (!who)
3605 return 0; 3195 return 0;
3606 3196
3623 if (mflags & P_OUT_OF_MAP) 3213 if (mflags & P_OUT_OF_MAP)
3624 continue; 3214 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3215 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3216 continue;
3627 3217
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3218 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3219 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3220 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3221 return 1;
3632 else if (tmp->type == PLAYER) 3222 else if (tmp->type == PLAYER)
3633 { 3223 {
3663 if (pl->type != PLAYER) 3253 if (pl->type != PLAYER)
3664 { 3254 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3255 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3256 return -1;
3667 } 3257 }
3258
3668 if (!pl || !op) 3259 if (!pl || !op)
3669 return 0; 3260 return 0;
3670 3261
3671 if (op->head)
3672 {
3673 op = op->head; 3262 op = op->head_ ();
3674 } 3263
3675 get_rangevector (pl, op, &rv, 0x1); 3264 get_rangevector (pl, op, &rv, 0x1);
3676 3265
3677 /* starting with the 'head' part, lets loop 3266 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3267 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3268 * part that is in the los array but isnt on
3687 3276
3688 /* only the viewable area the player sees is updated by LOS 3277 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3278 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3279 * for any meaningful values.
3691 */ 3280 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3284 return 1;
3696 op = op->more; 3285 op = op->more;
3697 } 3286 }
3698 return 0; 3287 return 0;
3699} 3288}
3809 if (trlist == NULL || who->type != PLAYER) 3398 if (trlist == NULL || who->type != PLAYER)
3810 return; 3399 return;
3811 3400
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3402
3814 if (tr == NULL || tr->item == NULL) 3403 if (!tr || !tr->item)
3815 { 3404 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3406 return;
3818 } 3407 }
3819 3408
3885 { 3474 {
3886 /* forces in the treasurelist can alter the player's stats */ 3475 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3476 object *skin;
3888 3477
3889 /* first get the dragon skin force */ 3478 /* first get the dragon skin force */
3479 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); 3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3481 ;
3482
3891 if (skin == NULL) 3483 if (!skin)
3892 return; 3484 return;
3893 3485
3894 /* adding new spellpath attunements */ 3486 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3487 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3488 {

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