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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.85 by root, Thu Jan 4 16:19:32 2007 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 166}
198 167
199/* This no longer sets the player map. Also, it now updates 168void
200 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 170{
213 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
214 int i;
215 172
216 if (!p) 173 EXIT_PATH (tmp) = maplevel;
217 { 174 EXIT_X (tmp) = ob->x;
218 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
219 177
220 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
221 * complexity here because we want to add the new player at the 179}
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227 180
228 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
229 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
230 if (tmp != NULL) 183void
231 tmp->next = p; 184player::connect (client *ns)
232 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
233 first_player = p; 190 first_player = this;
234 191
235 p->next = NULL; 192 ns->update_look = 0;
236 } 193 ns->look_position = 0;
237 194
238 /* Clears basically the entire player structure except 195 clear_los (ob);
239 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 217 */
241 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
242 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
243 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 313 * we deal with that below this point.
245 */ 314 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 318
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
257 320
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; 321 gen_sp_armour = 10;
272 p->last_speed = -1; 322 last_speed = -1;
273 p->shoottype = range_none; 323 shoottype = range_none;
274 p->bowtype = bow_normal; 324 bowtype = bow_normal;
275 p->petmode = pet_normal; 325 petmode = pet_normal;
276 p->listening = 10; 326 listening = 10;
277 p->usekeys = containers; 327 usekeys = containers;
278 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 330 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);
288 331
289 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
292 * at zero. 335 * at zero.
293 */ 336 */
294 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 339
298 }
299 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 341 last_resist[i] = -1;
302 } 342
303 p->last_stats.exp = -1; 343 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 345}
310 346
311/* This loads the first map an puts the player on it. */ 347void
312static void 348player::do_destroy ()
313set_first_map (object *op)
314{ 349{
315 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
321/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
323 * mode. 392 * mode.
324 */ 393 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
330 398
331 p = get_player (NULL); 399 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
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 400 set_first_map (pl->ob);
345 401
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 402 return pl;
354} 403}
355 404
356/* 405/*
357 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
367 { 416 {
368 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
369 at = first_archetype; 418 at = first_archetype;
370 else 419 else
371 at = at->next; 420 at = at->next;
421
372 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
373 return at; 423 return at;
424
374 if (at == start) 425 if (at == start)
375 { 426 {
376 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 428 exit (-1);
378 } 429 }
379 } 430 }
380} 431}
381 432
382
383object * 433object *
384get_nearest_player (object *mon) 434get_nearest_player (object *mon)
385{ 435{
386 object *op = NULL; 436 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 437 objectlink *ol;
389 unsigned lastdist; 438 unsigned lastdist;
390 rv_vector rv; 439 rv_vector rv;
391 440
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 473 {
425 op = ol->ob; 474 op = ol->ob;
426 lastdist = rv.distance; 475 lastdist = rv.distance;
427 } 476 }
428 } 477 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 478
430 { 479 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
435 { 482 {
436 op = pl->ob; 483 op = pl->ob;
437 lastdist = rv.distance; 484 lastdist = rv.distance;
438 } 485 }
439 } 486
440 }
441#if 0 487#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 489#endif
444 return op; 490 return op;
445} 491}
463 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 511 * is probably not a good thing.
466 */ 512 */
467#define MAX_SPACES 50 513#define MAX_SPACES 50
468
469 514
470/* 515/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 695 {
651 remove_ob (op); 696 op->destroy ();
652 free_object (op);
653 continue; 697 continue;
654 } 698 }
655 } 699 }
656 700
657 /* This really needs to be better - we should really give 701 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 712 if (tmp->type == op->type && tmp->name == op->name)
669 break; 713 break;
670 714
671 if (tmp) 715 if (tmp)
672 { 716 {
673 remove_ob (op); 717 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 719 continue;
677 } 720 }
721
678 if (op->nrof > 1) 722 if (op->nrof > 1)
679 op->nrof = 1; 723 op->nrof = 1;
680 } 724 }
681 725
682 if (op->type == SPELLBOOK && op->inv) 726 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 740 }
697 if (op->type == SPELL) 741 if (op->type == SPELL)
698 { 742 {
699 remove_ob (op); 743 op->destroy ();
700 free_object (op);
701 continue; 744 continue;
702 } 745 }
703 else if (op->type == SKILL) 746 else if (op->type == SKILL)
704 { 747 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
715 link_player_skills (pl); 758 link_player_skills (pl);
716} 759}
717 760
718void 761void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
803{ 763{
804 if (party == NULL) 764 if (party == NULL)
805 { 765 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 767 return;
808 } 768 }
769
809 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 774}
814
815 775
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 777static int
818roll_stat (void) 778roll_stat (void)
819{ 779{
820 int a[4], i, j, k; 780 int a[4], i, j, k;
821 781
822 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 786 if (a[i] < k)
827 k = a[i], j = i; 787 k = a[i], j = i;
828 788
829 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 790 if (i != j)
832 k += a[i]; 791 k += a[i];
833 } 792
834 return k; 793 return k;
835} 794}
836 795
837void 796void
838roll_stats (object *op) 797object::roll_stats ()
839{ 798{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 799 int statsort [7];
843 800
844 do 801 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 802 {
855 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
856 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
857 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 813
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
890 821
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 822 stats.exp = 0;
902 op->stats.ac = 0; 823 stats.ac = 0;
903 824
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
912 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
913} 837}
914 838
915void 839void
916Roll_Again (object *op) 840object::swap_stats (int a, int b)
917{ 841{
918 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 845
923void 846 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
925{ 878{
926 signed char tmp;
927 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
928 880
929 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 885}
1044 886
1045/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1049 * not the class. 891 * not the class.
1050 */ 892 */
1051
1052int 893int
1053key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1054{ 895{
1055 int tmp_loop; 896 int tmp_loop;
1056 897
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1064 { 899 {
1065 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1066 901
1067 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
1070 908
1071 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1073 911
1074 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1075 913
1076 if (op->msg) 914 if (op->msg)
1077 op->msg = NULL; 915 op->msg = NULL;
1078 916
1079 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1088 start_info (op); 926 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 929 link_player_skills (op);
1092 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1093 fix_player (op); 931 op->update_stats ();
1094 932
1095 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1096 * is one for this race 934 * is one for this race
1097 */ 935 */
1098 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1099 { 937 {
1100 object *tmp; 938 object *tmp;
1101 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1102 940
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 942 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1110 * default initial map */ 948 * default initial map */
1111 free_object (tmp); 949 tmp->destroy ();
1112 } 950 }
1113 else 951 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 953
1117 return 0; 954 return 0;
1118 } 955 }
1119 956
1120 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1125 while (!tmp_loop) 962 while (!tmp_loop)
1126 { 963 {
1127 shstr name = op->name; 964 shstr name = op->name;
1128 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1129 966
1130 remove_statbonus (op); 967 op->remove_statbonus ();
1131 remove_ob (op); 968 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1134 op->instantiate (); 971 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1137 op->x = x; 974 op->x = x;
1138 op->y = y; 975 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 979 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1144 } 981 }
1145 982
1146 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 985 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 988 op->stats.grace = 0;
1152 989
1153 if (op->msg) 990 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 992
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 994 return 0;
1158} 995}
1159 996
1160int 997int
1161key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1162{ 999{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 1001 {
1167 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 1004 return 1;
1170 } 1005 }
1171 1006
1172 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1174 1009
1010 op->contr->enable_save = false;
1011
1175 terminate_all_pets (op); 1012 terminate_all_pets (op);
1176 leave_map (op); 1013 op->remove ();
1177 op->direction = 0; 1014 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 1016
1180 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1018 check_score (op);
1182 op->contr->party = NULL; 1019 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1185 1022
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1; 1023 return 1;
1207} 1024}
1208 1025
1209void 1026void
1210flee_player (object *op) 1027flee_player (object *op)
1241 { 1058 {
1242 op->enemy = NULL; 1059 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1061 return;
1245 } 1062 }
1063
1246 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1247 1065
1248 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1250 { 1068 {
1251 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1252 1070
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1072 return;
1256 }
1257 } 1073 }
1074
1258 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1077 op->enemy = NULL;
1261} 1078}
1262 1079
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1167 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1172 }
1173
1384 /* philosophy: 1174 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1175 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1179 * example.
1390 * The drawback: right now it has no frontend, so you need to 1180 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1181 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1216 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1217 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1218 if (tmp->type == FOOD)
1429 { 1219 {
1430 pick_up (op, tmp); 1220 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1221 continue;
1434 } 1222 }
1223
1435 if (op->contr->mode & PU_DRINK) 1224 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1226 {
1438 pick_up (op, tmp); 1227 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1228 continue;
1442 } 1229 }
1443 1230
1444 if (op->contr->mode & PU_POTION) 1231 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1232 if (tmp->type == POTION)
1446 { 1233 {
1447 pick_up (op, tmp); 1234 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1235 continue;
1451 } 1236 }
1452 1237
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1238 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1239 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1240 if (tmp->type == SPELLBOOK)
1456 { 1241 {
1457 pick_up (op, tmp); 1242 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1243 continue;
1461 } 1244 }
1245
1462 if (op->contr->mode & PU_SKILLSCROLL) 1246 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1247 if (tmp->type == SKILLSCROLL)
1464 { 1248 {
1465 pick_up (op, tmp); 1249 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1250 continue;
1469 } 1251 }
1252
1470 if (op->contr->mode & PU_READABLES) 1253 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1255 {
1473 pick_up (op, tmp); 1256 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1257 continue;
1477 } 1258 }
1478 1259
1479 /* wands/staves/rods/horns */ 1260 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1263 {
1483 pick_up (op, tmp); 1264 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1265 continue;
1487 } 1266 }
1488 1267
1489 /* pick up all magical items */ 1268 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1269 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1271 {
1493 pick_up (op, tmp); 1272 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1273 continue;
1497 } 1274 }
1498 1275
1499 if (op->contr->mode & PU_VALUABLES) 1276 if (op->contr->mode & PU_VALUABLES)
1500 { 1277 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1278 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1279 {
1503 pick_up (op, tmp); 1280 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1281 continue;
1507 } 1282 }
1508 } 1283 }
1509 1284
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1285 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1286 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1287 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1288 {
1514 pick_up (op, tmp); 1289 pick_up (op, tmp);
1290 continue;
1515 if (0) 1291 }
1516 fprintf (stderr, "JEWELS\n"); 1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1517 continue; 1298 continue;
1518 } 1299 }
1519 1300
1520 /* bows and arrows. Bows are good for selling! */ 1301 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1302 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1303 if (tmp->type == BOW)
1523 { 1304 {
1524 pick_up (op, tmp); 1305 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1306 continue;
1528 } 1307 }
1308
1529 if (op->contr->mode & PU_ARROW) 1309 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1310 if (tmp->type == ARROW)
1531 { 1311 {
1532 pick_up (op, tmp); 1312 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1313 continue;
1536 } 1314 }
1537 1315
1538 /* all kinds of armor etc. */ 1316 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1317 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1318 if (tmp->type == ARMOUR)
1541 { 1319 {
1542 pick_up (op, tmp); 1320 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1321 continue;
1546 } 1322 }
1323
1547 if (op->contr->mode & PU_HELMET) 1324 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1325 if (tmp->type == HELMET)
1549 { 1326 {
1550 pick_up (op, tmp); 1327 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1328 continue;
1554 } 1329 }
1330
1555 if (op->contr->mode & PU_SHIELD) 1331 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1332 if (tmp->type == SHIELD)
1557 { 1333 {
1558 pick_up (op, tmp); 1334 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1335 continue;
1562 } 1336 }
1337
1563 if (op->contr->mode & PU_BOOTS) 1338 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1339 if (tmp->type == BOOTS)
1565 { 1340 {
1566 pick_up (op, tmp); 1341 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1342 continue;
1570 } 1343 }
1344
1571 if (op->contr->mode & PU_GLOVES) 1345 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1346 if (tmp->type == GLOVES)
1573 { 1347 {
1574 pick_up (op, tmp); 1348 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1349 continue;
1578 } 1350 }
1351
1579 if (op->contr->mode & PU_CLOAK) 1352 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1353 if (tmp->type == CLOAK)
1581 { 1354 {
1582 pick_up (op, tmp); 1355 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1356 continue;
1586 } 1357 }
1587 1358
1588 /* hoping to catch throwing daggers here */ 1359 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1360 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1362 {
1592 pick_up (op, tmp); 1363 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1364 continue;
1596 } 1365 }
1597 1366
1598 /* careful: chairs and tables are weapons! */ 1367 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1368 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1371 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1374 {
1606 pick_up (op, tmp); 1375 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1376 continue;
1610 } 1377 }
1611 } 1378 }
1379
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1380 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1381 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1383 {
1616 pick_up (op, tmp); 1384 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1385 continue;
1620 } 1386 }
1621 } 1387 }
1622 } 1388 }
1623 1389
1624 /* misc stuff that's useful */ 1390 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1391 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1393 {
1628 pick_up (op, tmp); 1394 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1395 continue;
1632 } 1396 }
1633 1397
1634 /* any of the last 4 bits set means we use the ratio for value 1398 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1399 * pickups */
1657 continue; 1421 continue;
1658 } 1422 }
1659 } 1423 }
1660 } /* the new pickup model */ 1424 } /* the new pickup model */
1661 } 1425 }
1426
1662 return !stop; 1427 return !stop;
1663} 1428}
1664 1429
1665/* 1430/*
1666 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1843 if (!dir) 1608 if (!dir)
1844 { 1609 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1611 return 0;
1847 } 1612 }
1613
1848 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1850 else 1616 else
1851 { 1617 {
1852 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1860 { 1626 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1628 return 0;
1863 } 1629 }
1864 } 1630 }
1631
1865 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1866 { 1633 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1635 return 0;
1869 } 1636 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1639
1873 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1876 if (bowspeed < 1) 1644 if (bowspeed < 1)
1877 bowspeed = 1; 1645 bowspeed = 1;
1878 1646
1879 if (arrow == NULL) 1647 if (arrow == NULL)
1880 { 1648 {
1886 else 1654 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1656 return 0;
1889 } 1657 }
1890 } 1658 }
1659
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1662 return 0;
1895 } 1663
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1665 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1667 return 0;
1900 } 1668 }
1901 1669
1902 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1671 if (arrow->nrof == 0)
1904 { 1672 {
1905 remove_ob (arrow); 1673 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1674 return 0;
1908 } 1675 }
1909 1676
1910 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1679 if (!arrow)
1913 { 1680 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1682 return 0;
1916 } 1683 }
1917 set_owner (arrow, op); 1684
1685 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1687 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1688
1924 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1925 { 1690 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1692 op->update_stats ();
1928 } 1693 }
1929 1694
1930 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1936 1701
1937 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1939 */ 1704 */
1940 1705
1942 1707
1943 /* update the speed */ 1708 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1711
1947 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1951 1714
1952 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1953 { 1716 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1727 }
1965 1728
1966 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1968 1731
1969 if (bow->slaying != NULL) 1732 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1971 1734
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1737
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1978 1740
1979 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1742 move_arrow (arrow);
1981 1743
1982 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
2008 } 1770 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1772 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1774 wcmod = -1;
1775
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1777 }
2015 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
2016 { 1779 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1850
2088 if (item->arch) 1851 if (item->arch)
2089 { 1852 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2092 item->speed = 0; 1855 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1856 }
1857
2095 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1860 }
2098 } 1861 }
2099 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1863 drain_rod_charge (item);
2102 }
2103 } 1864 }
2104} 1865}
2105 1866
2106/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2107 */ 1868 */
2130 case range_misc: 1891 case range_misc:
2131 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2132 return; 1893 return;
2133 1894
2134 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1897 {
2137 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1900 }
2141 else 1901 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1903 return;
2144 1904
2251 * 0 otherwise 2011 * 0 otherwise
2252 */ 2012 */
2253static int 2013static int
2254player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2255{ 2015{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2260 */ 2019 */
2261 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2303 */ 2062 */
2304
2305void 2063void
2306move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2307{ 2065{
2308 object *tmp, *mon; 2066 object *tmp, *mon;
2309 sint16 nx, ny; 2067 sint16 nx, ny;
2311 maptile *m; 2069 maptile *m;
2312 2070
2313 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2315 2073
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2317 2075
2318 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2326 */ 2084 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2086 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2088 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2089 m = op->map->xy_find (nx, ny);
2332 if (!m) 2090 if (!m)
2333 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2334 } 2092 }
2335 else 2093 else
2336 m = op->map; 2094 m = op->map;
2337 2095
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2097 return;
2342 }
2343 2098
2344 mon = NULL; 2099 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2100 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2101 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2102 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2103 * on the space
2349 */ 2104 */
2350 while (tmp != NULL) 2105 while (tmp)
2351 { 2106 {
2352 if (tmp == op) 2107 if (tmp == op)
2353 { 2108 {
2354 tmp = tmp->above; 2109 tmp = tmp->above;
2355 continue; 2110 continue;
2365 mon = tmp; 2120 mon = tmp;
2366 2121
2367 tmp = tmp->above; 2122 tmp = tmp->above;
2368 } 2123 }
2369 2124
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2125 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2126 return; /* into a wall */
2372 2127
2373 if (mon->head != NULL) 2128 if (mon->head)
2374 mon = mon->head; 2129 mon = mon->head;
2375 2130
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2131 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2132 if (player_attack_door (op, mon))
2378 return; 2133 return;
2390 * player owns it and it is either friendly or unagressive. 2145 * player owns it and it is either friendly or unagressive.
2391 */ 2146 */
2392 if ((op->type == PLAYER) 2147 if ((op->type == PLAYER)
2393#if COZY_SERVER 2148#if COZY_SERVER
2394 && 2149 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2150 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2151 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2152#else
2398 && get_owner (mon) == op 2153 && mon->owner == op
2399#endif 2154#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2155 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2156 {
2402 /* If we're braced, we don't want to switch places with it */ 2157 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2158 if (op->contr->braced)
2404 return; 2159 return;
2160
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2161 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2162 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2163 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2164 make_visible (op);
2165
2409 return; 2166 return;
2410 } 2167 }
2411 2168
2412 /* in certain circumstances, you shouldn't attack friendly 2169 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2170 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2172 * attack them either.
2416 */ 2173 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2174 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2175 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2176#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2177 (op->contr->peaceful
2421 || (mon->type == PLAYER 2178 || (mon->type == PLAYER
2422 && mon->contr-> 2179 && mon->contr->
2423 peaceful)) && 2180 peaceful)) &&
2424#else 2181#else
2425 op->contr->peaceful && 2182 op->contr->peaceful &&
2426#endif 2183#endif
2427 !on_battleground)) 2184 !on_battleground))
2428 { 2185 {
2429 if (!op->contr->braced) 2186 if (!op->contr->braced)
2430 { 2187 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2188 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2189 push_ob (mon, dir, op);
2433 } 2190 }
2434 else 2191 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2192 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2193
2438 if (op->contr->tmp_invis || op->hide) 2194 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2195 make_visible (op);
2440 } 2196 }
2441 2197
2442 /* If the object is a boulder or other rollable object, then 2198 /* If the object is a boulder or other rollable object, then
2453 * Way it works is like this: First, it must have some hit points 2209 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2210 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2211 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2212 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2213 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2214 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2215 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2216 {
2462 2217
2463 /* If the player hasn't hit something this tick, and does 2218 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2225 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2226
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2227 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2228 }
2474 2229
2475 skill_attack (mon, op, 0, NULL, NULL); 2230 skill_attack (mon, op, 0, 0, 0);
2476 2231
2477 /* If attacking another player, that player gets automatic 2232 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2233 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2234 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2235 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2237 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2238 {
2484 short luck = mon->stats.luck; 2239 short luck = mon->stats.luck;
2485 2240
2486 mon->contr->has_hit = 1; 2241 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2242 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2243 mon->stats.luck = luck;
2489 } 2244 }
2245
2490 if (action_makes_visible (op)) 2246 if (action_makes_visible (op))
2491 make_visible (op); 2247 make_visible (op);
2492 } 2248 }
2493 } /* if player should attack something */ 2249 } /* if player should attack something */
2494} 2250}
2496int 2252int
2497move_player (object *op, int dir) 2253move_player (object *op, int dir)
2498{ 2254{
2499 int pick; 2255 int pick;
2500 2256
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2257 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2258 return 0;
2503 2259
2504 /* Sanity check: make sure dir is valid */ 2260 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2261 if ((dir < 0) || (dir >= 9))
2506 { 2262 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2263 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2264 return 0;
2509 } 2265 }
2510 2266
2511 /* peterm: added following line */ 2267 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2268 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2269 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514 2270
2515 op->facing = dir; 2271 op->facing = dir;
2516 2272
2529 2285
2530 /* Add special check for newcs players and fire on - this way, the 2286 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2287 * server can handle repeat firing.
2532 */ 2288 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2289 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2290 op->direction = dir;
2536 }
2537 else 2291 else
2538 {
2539 op->direction = 0; 2292 op->direction = 0;
2540 } 2293
2541 /* Update how the player looks. Use the facing, so direction may 2294 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2295 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2296 * for players.
2544 */ 2297 */
2545 animate_object (op, op->facing); 2298 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2343 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that 2344 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so 2345 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer. 2346 * put this in a a workaround to clean up the golem pointer.
2594 */ 2347 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2348 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2349 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2350
2602 /* call this here - we also will call this in do_ericserver, but 2351 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2352 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2353 * called, so we recheck it here.
2605 */ 2354 */
2606 HandleClient (&op->contr->socket, op->contr); 2355 if (op->contr->ns->handle_command ())
2356 return 1;
2357
2607 if (op->speed_left < 0) 2358 if (op->speed_left > 0)
2608 return 0; 2359 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2360 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2361 {
2612 /* All move commands take 1 tick, at least for now */ 2362 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2363 op->speed_left--;
2614 2364
2615 /* Instead of all the stuff below, let move_player take care 2365 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2366 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2367 * there, as well as the confusion stuff.
2618 */ 2368 */
2619 move_player (op, op->direction); 2369 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2370
2621 return 1; 2371 return op->speed_left > 0;
2622 else 2372 }
2623 return 0;
2624 } 2373 }
2374
2625 return 0; 2375 return 0;
2626} 2376}
2627 2377
2628int 2378int
2629save_life (object *op) 2379save_life (object *op)
2630{ 2380{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2381 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2382 return 0;
2635 2383
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2384 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2385 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2386 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2387 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2388 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2389
2641 if (op->contr) 2390 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2391 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2392
2644 free_object (tmp); 2393 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395
2646 if (op->stats.hp < 0) 2396 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2397 op->stats.hp = op->stats.maxhp;
2398
2648 if (op->stats.food < 0) 2399 if (op->stats.food < 0)
2649 op->stats.food = 999; 2400 op->stats.food = 999;
2650 fix_player (op); 2401
2402 op->update_stats ();
2651 return 1; 2403 return 1;
2652 } 2404 }
2405
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2407 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2408 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2409 return 0;
2657} 2410}
2666{ 2419{
2667 object *next; 2420 object *next;
2668 2421
2669 while (op) 2422 while (op)
2670 { 2423 {
2671 next = op->below; /* Make sure we have a good value, in case 2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2425
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2427 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2430
2431 op->insert_at (env);
2682 } 2432 }
2683 else if (op->inv) 2433 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2434 remove_unpaid_objects (op->inv, env);
2435
2685 op = next; 2436 op = next;
2686 } 2437 }
2687} 2438}
2688
2689 2439
2690/* 2440/*
2691 * Returns pointer a static string containing gravestone text 2441 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2442 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2443 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2454 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2456 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2457 else
2708 sprintf (buf, "%s\n", &op->name); 2458 sprintf (buf, "%s\n", &op->name);
2459
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2460 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2461 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2462 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2463 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2464 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2465 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2468 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2469 if (op->type == PLAYER)
2718 { 2470 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2471 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2472 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2473 strcat (buf2, buf);
2722 } 2474 }
2475
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2476 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2478 strcat (buf2, buf);
2479
2726 return buf2; 2480 return buf2;
2727} 2481}
2728
2729
2730 2482
2731void 2483void
2732do_some_living (object *op) 2484do_some_living (object *op)
2733{ 2485{
2734 int last_food = op->stats.food; 2486 int last_food = op->stats.food;
2743 const int max_grace = 1; 2495 const int max_grace = 1;
2744 2496
2745 if (op->contr->outputs_sync) 2497 if (op->contr->outputs_sync)
2746 { 2498 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2499 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2500 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]); 2501 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2502 }
2751 2503
2752 if (op->contr->state == ST_PLAYING) 2504 if (op->contr->ns->state == ST_PLAYING)
2753 { 2505 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2506 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2507 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2508 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2509 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2510 else
2760 { 2511 {
2761 gen_hp = op->stats.maxhp; 2512 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2513 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2514 }
2515
2764 if (op->contr->gen_sp >= 0) 2516 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2517 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2518 else
2767 { 2519 {
2768 gen_sp = op->stats.maxsp; 2520 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2521 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2522 }
2523
2771 if (op->contr->gen_grace >= 0) 2524 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2526 else
2774 { 2527 {
2775 gen_grace = op->stats.maxgrace; 2528 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2546 op->stats.food = last_food;
2794 } 2547 }
2795 } 2548 }
2549
2796 if (max_sp > 1) 2550 if (max_sp > 1)
2797 { 2551 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2552 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2553 if (over_sp > 0)
2800 { 2554 {
2801 if (op->stats.sp < op->stats.maxsp) 2555 if (op->stats.sp < op->stats.maxsp)
2802 { 2556 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2560 op->stats.sp--;
2561
2806 if (op->stats.sp > op->stats.maxsp) 2562 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2563 op->stats.sp = op->stats.maxsp;
2808 } 2564 }
2809 op->last_sp = 0; 2565 op->last_sp = 0;
2810 } 2566 }
2811 else 2567 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2569 }
2816 else 2570 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2572 }
2821 2573
2822 /* Regenerate Grace */ 2574 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2576 if (--op->last_grace < 0)
2825 { 2577 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2578 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2828 if (max_grace > 1) 2581 if (max_grace > 1)
2829 { 2582 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2584 if (over_grace > 0)
2832 { 2585 {
2860 op->stats.food += op->contr->digestion; 2613 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2615 op->stats.food = last_food;
2863 } 2616 }
2864 } 2617 }
2618
2865 if (max_hp > 1) 2619 if (max_hp > 1)
2866 { 2620 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2622 if (over_hp > 0)
2869 { 2623 {
2893 2647
2894 if (op->contr->gen_hp > 0) 2648 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2650 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652
2898 /* dms do not consume food */ 2653 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2654 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2655 op->stats.food--;
2901 } 2656 }
2902 }
2903 2657
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2658 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2659 {
2906 object *tmp, *flesh = NULL; 2660 object *tmp, *flesh = 0;
2907 2661
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2662 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2663 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2665 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2669 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2670 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2671 break;
2918 } 2672 }
2919 else if (tmp->type == FLESH) 2673 else if (tmp->type == FLESH)
2920 flesh = tmp; 2674 flesh = tmp;
2921 } /* End if paid for object */ 2675 } /* End if paid for object */
2922 } /* end of for loop */ 2676 } /* end of for loop */
2677
2923 /* If player is still starving, it means they don't have any food, so 2678 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2679 * eat flesh instead.
2925 */ 2680 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2682 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2684 manual_apply (op, flesh, 0);
2930 } 2685 }
2931 } /* end if player is starving */ 2686 }
2932 2687
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2688 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2689 op->stats.food++, op->stats.hp--;
2935 2690
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2692 kill_player (op);
2693 }
2938} 2694}
2939
2940
2941 2695
2942/* If the player should die (lack of hp, food, etc), we call this. 2696/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2697 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2698 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2699 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2731
2978 /* restore player */ 2732 /* restore player */
2979 at = archetype::find ("poisoning"); 2733 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2734 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2735 {
2983 remove_ob (tmp); 2736 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2738 }
2987 2739
2988 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2741 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2742 {
2992 remove_ob (tmp); 2743 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2745 }
2996 2746
2997 cure_disease (op, 0); /* remove any disease */ 2747 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2748 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2749 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2750 op->stats.food = 999;
3001 2751
3002 /* create a bodypart-trophy to make the winner happy */ 2752 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2753 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2754 {
3006 sprintf (buf, "%s's finger", &op->name); 2755 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2756 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2757 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2758 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2760 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2761 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2762 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2763 op->insert_at (tmp, op);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2764 }
3017 2765
3018 /* teleport defeated player to new destination */ 2766 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2767 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2768 op->contr->braced = 0;
3046 op->stats.hp = op->stats.maxhp; 2794 op->stats.hp = op->stats.maxhp;
3047 return; 2795 return;
3048 } 2796 }
3049 sprintf (buf, "%s died.", &op->name); 2797 sprintf (buf, "%s died.", &op->name);
3050 } 2798 }
2799
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2801
3053 /* save the map location for corpse, gravestone */ 2802 /* save the map location for corpse, gravestone */
3054 x = op->x; 2803 x = op->x;
3055 y = op->y; 2804 y = op->y;
3056 map = op->map; 2805 map = op->map;
3057 2806
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2808 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2809 * See the config.h file for a little more in depth detail about this.
3064 */ 2810 */
3065 2811
3066 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2814 * of death.
3069 */ 2815 */
3070#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3072 { 2818 {
3073 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2821 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2824 little bit harder. */
3079 /* GD */ 2825 /* GD */
3080 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2827 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2828 else
3086 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
3087 num_stats_lose = 1; 2832 num_stats_lose = 1;
3088 } 2833
3089 lost_a_stat = 0; 2834 lost_a_stat = 0;
3090 2835
3091 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3092 { 2837 {
3093 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3094 2839
3095 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3096 { 2841 {
3097 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2843 * what he lost.
3099 */ 2844 */
3100 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3106 } 2863 }
3107 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3108 { 2866 {
3109 /* deplete a stat */ 2867 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3111 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3112 2870 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2871 {
3116 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3118 } 2874
3119 lose_this_stat = 1; 2875 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2881 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2882 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2884 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2885 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2886 else
3161 if (this_stat >= -50)
3162 { 2887 {
3163 change_attr_value (&(dep->stats), i, -1); 2888 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2893 }
3169 } 2894 }
3170 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3171 } 2914 }
2915 }
2916 }
3172 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2918 if (!lost_a_stat)
3174 { 2919 {
3175 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3178 2923
3179 if (god && (strcmp (god, "none"))) 2924 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2926 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2928 }
2929#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2931#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2932
3187 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2934 * exp loss on the stone.
3189 */ 2935 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2938 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2940 tmp->name_pl = buf;
3195 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2941 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3196 tmp->msg = buf; 2942 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2945
3200 /**************************************/ 2946 /**************************************/
3201 /* */ 2947 /* */
3202 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3205 /* */ 2951 /* */
3206
3207 /**************************************/ 2952 /**************************************/
3208 2953
3209 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2955 /* restore player */
3211 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
2958
3213 if (tmp) 2959 if (tmp)
3214 { 2960 {
3215 remove_ob (tmp); 2961 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2963 }
3219 2964
3220 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2967 if (tmp)
3223 { 2968 {
3224 remove_ob (tmp); 2969 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2971 }
2972
3228 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3229 2974
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3233 op->stats.food = 900; 2978 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2982
3238 /* 2983 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2984 * Check to see if the player is in a shop. IF so, then check to see if
3240 * the player has any unpaid items. If so, remove them and put them back 2985 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2986 * in the map.
3242 */ 2987 */
3243 2988
3244 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3246 2991
3247 /****************************************/ 2992 /****************************************/
3248 /* */ 2993 /* */
3249 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3251 /* */ 2996 /* */
3252
3253 /****************************************/ 2997 /****************************************/
3254 2998
3255 enter_player_savebed (op); 2999 enter_player_savebed (op);
3256 3000
3257 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3002 * chance of abuse.
3259 */ 3003 */
3260 op->contr->braced = 0; 3004 op->contr->braced = 0;
3261 save_player (op, 1); 3005 op->contr->save ();
3262 3006
3263 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3010 * on the space that might harm the player.
3267 */ 3011 */
3268 will_kill_again = 0; 3012 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3273 } 3016
3274 if (will_kill_again) 3017 if (will_kill_again)
3275 { 3018 {
3276 object *force; 3019 object *force;
3277 int at; 3020 int at;
3278 3021
3279 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3024 force->speed = 0.1;
3282 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3029 force->resist[at] = 100;
3288 } 3030
3289 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3290 fix_player (op); 3032 op->update_stats ();
3291 3033
3292 } 3034 }
3293 3035
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 3037}
3363
3364 3038
3365void 3039void
3366loot_object (object *op) 3040loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3369 3043
3370 if (op->container) 3044 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3046
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3376 { 3048 {
3377 next = tmp->below; 3049 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3050
3051 if (tmp->invisible)
3379 continue; 3052 continue;
3380 remove_ob (tmp); 3053
3054 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3057 { /* empty container to ground */
3384 loot_object (tmp); 3058 loot_object (tmp);
3385 } 3059 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3061 {
3388 if (tmp->nrof > 1) 3062 if (tmp->nrof > 1)
3389 { 3063 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3065 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3066 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3067 }
3394 else 3068 else
3395 free_object (tmp); 3069 tmp->destroy ();
3396 } 3070 }
3397 else 3071 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3073 }
3400} 3074}
3406 */ 3080 */
3407 3081
3408void 3082void
3409fix_weight (void) 3083fix_weight (void)
3410{ 3084{
3411 player *pl; 3085 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3086 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3088
3417 if (old == sum) 3089 if (old == sum)
3418 continue; 3090 continue;
3419 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3093 }
3422} 3094}
3423 3095
3424void 3096void
3425fix_luck (void) 3097fix_luck (void)
3426{ 3098{
3427 player *pl; 3099 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3432} 3102}
3433
3434 3103
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3438 */ 3107 */
3439
3440void 3108void
3441cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3442{ 3110{
3443 object *skop, *spob; 3111 object *skop, *spob;
3444 3112
3465 if (op->type == PLAYER) 3133 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3134 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3135
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3136 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3137
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3138 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3139}
3474 3140
3475void 3141void
3476make_visible (object *op) 3142make_visible (object *op)
3477{ 3143{
3491 object *tmp = NULL; 3157 object *tmp = NULL;
3492 3158
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3160 return 1;
3495 3161
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3162 return 0;
3502} 3163}
3503 3164
3504/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3561 3222
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3224
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3225 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3226 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3227 if (!skop || num >= skop->level)
3568 { 3228 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3229 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3230 make_visible (op);
3571 return; 3231 return;
3572 } 3232 }
3573 else 3233 else
3574 num += 20; 3234 num += 20;
3575 } 3235
3576 num += op->map->difficulty; 3236 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3237 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3238 num -= hide;
3239
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3241 {
3581 make_visible (op); 3242 make_visible (op);
3582 if (op->type == PLAYER) 3243 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3245 }
3585 else if (op->type == PLAYER && skop) 3246 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3247 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3248}
3590 3249
3591/* determine if who is standing near a hostile creature. */ 3250/* determine if who is standing near a hostile creature. */
3592 3251
3593int 3252int
3620 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3621 continue; 3280 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3282 continue;
3624 3283
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3285 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3287 return 1;
3629 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3630 { 3289 {
3660 if (pl->type != PLAYER) 3319 if (pl->type != PLAYER)
3661 { 3320 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3322 return -1;
3664 } 3323 }
3324
3665 if (!pl || !op) 3325 if (!pl || !op)
3666 return 0; 3326 return 0;
3667 3327
3668 if (op->head)
3669 {
3670 op = op->head; 3328 op = op->head_ ();
3671 } 3329
3672 get_rangevector (pl, op, &rv, 0x1); 3330 get_rangevector (pl, op, &rv, 0x1);
3673 3331
3674 /* starting with the 'head' part, lets loop 3332 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3333 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3334 * part that is in the los array but isnt on
3684 3342
3685 /* only the viewable area the player sees is updated by LOS 3343 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3344 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3345 * for any meaningful values.
3688 */ 3346 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3350 return 1;
3693 op = op->more; 3351 op = op->more;
3694 } 3352 }
3695 return 0; 3353 return 0;
3696} 3354}
3806 if (trlist == NULL || who->type != PLAYER) 3464 if (trlist == NULL || who->type != PLAYER)
3807 return; 3465 return;
3808 3466
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3467 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3468
3811 if (tr == NULL || tr->item == NULL) 3469 if (!tr || !tr->item)
3812 { 3470 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3471 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3472 return;
3815 } 3473 }
3816 3474
3882 { 3540 {
3883 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3542 object *skin;
3885 3543
3886 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547 ;
3548
3888 if (skin == NULL) 3549 if (!skin)
3889 return; 3550 return;
3890 3551
3891 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3554 {

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