ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
20 21
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23*/
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37player *
43find_player (const char *plname) 38find_player (const char *plname)
44{ 39{
45 player *pl; 40 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)) 41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 42 return pl;
51 }; 43
52 return NULL; 44 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} 45}
80 46
81void 47void
82display_motd (const object *op) 48display_motd (const object *op)
83{ 49{
87 int comp; 53 int comp;
88 int size; 54 int size;
89 55
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 56 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 57 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 58 return;
94 } 59
95 motd[0] = '\0'; 60 motd[0] = '\0';
96 size = 0; 61 size = 0;
62
97 while (fgets (buf, MAX_BUF, fp) != NULL) 63 while (fgets (buf, MAX_BUF, fp))
98 { 64 {
99 if (*buf == '#') 65 if (*buf == '#')
100 continue; 66 continue;
67
101 strncat (motd + size, buf, HUGE_BUF - size); 68 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 69 size += strlen (buf);
103 } 70 }
71
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 72 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 73 close_and_delete (fp, comp);
106} 74}
107 75
108void 76void
114 int comp; 82 int comp;
115 int size; 83 int size;
116 84
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 85 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 87 return;
121 } 88
122 rules[0] = '\0'; 89 rules[0] = '\0';
123 size = 0; 90 size = 0;
91
124 while (fgets (buf, MAX_BUF, fp) != NULL) 92 while (fgets (buf, MAX_BUF, fp))
125 { 93 {
126 if (*buf == '#') 94 if (*buf == '#')
127 continue; 95 continue;
96
128 if (size + strlen (buf) >= HUGE_BUF) 97 if (size + strlen (buf) >= HUGE_BUF)
129 { 98 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 99 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 100 break;
132 } 101 }
102
133 strncat (rules + size, buf, HUGE_BUF - size); 103 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 104 size += strlen (buf);
135 } 105 }
106
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 107 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 108 close_and_delete (fp, comp);
138} 109}
139 110
140void 111void
148 int size; 119 int size;
149 120
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 121 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 122 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 123 return;
124
153 news[0] = '\0'; 125 news[0] = '\0';
154 subject[0] = '\0'; 126 subject[0] = '\0';
155 size = 0; 127 size = 0;
128
156 while (fgets (buf, MAX_BUF, fp) != NULL) 129 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 130 {
158 if (*buf == '#') 131 if (*buf == '#')
159 continue; 132 continue;
133
160 if (*buf == '%') 134 if (*buf == '%')
161 { /* send one news */ 135 { /* send one news */
162 if (size > 0) 136 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 */ 137 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); 138 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 155 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); 156 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 157 close_and_delete (fp, comp);
184} 158}
185 159
186int 160/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 161static void
162set_first_map (object *op)
188{ 163{
189 /* Don't allow - or _ as first character in the name */ 164 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 165 op->x = -1;
191 return 0; 166 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} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169void
200 * all the pointers so the caller doesn't need to do that. 170player::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{ 171{
213 object *op = arch_to_object (get_player_archetype (NULL)); 172 object *tmp = object::create ();
214 int i;
215 173
216 if (!p) 174 EXIT_PATH (tmp) = maplevel;
217 { 175 EXIT_X (tmp) = ob->x;
218 p = new player; 176 EXIT_Y (tmp) = ob->y;
177 ob->enter_exit (tmp);
219 178
220 /* This adds the player in the linked list. There is extra 179 tmp->destroy ();
221 * complexity here because we want to add the new player at the 180}
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;
227 181
228 while (tmp != NULL && tmp->next != NULL) 182// connect the player with a specific client
229 tmp = tmp->next; 183// also changed, rationalises, and fixes some incorrect settings
230 if (tmp != NULL) 184void
231 tmp->next = p; 185player::connect (client *ns)
232 else 186{
187 this->ns = ns;
188 ns->pl = this;
189
190 next = first_player;
233 first_player = p; 191 first_player = this;
234 192
235 p->next = NULL; 193 ns->update_look = 0;
236 } 194 ns->look_position = 0;
237 195
238 /* Clears basically the entire player structure except 196 clear_los (ob);
239 * for next and socket. 197
198 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race;
201
202 if (!legal_range (ob, shoottype))
203 shoottype = range_none;
204
205 ob->carrying = sum_weight (ob);
206 link_player_skills (ob);
207
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209
210 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 218 */
241 p->clear (); 219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
242 221
222 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob))
224 {
225 object *tmp, *abil = 0, *skin = 0;
226
227 shstr_cmp dragon_ability_force ("dragon_ability_force");
228 shstr_cmp dragon_skin_force ("dragon_skin_force");
229
230 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 if (tmp->type == FORCE)
232 if (tmp->arch->name == dragon_ability_force)
233 abil = tmp;
234 else if (tmp->arch->name == dragon_skin_force)
235 skin = tmp;
236
237 set_dragon_name (ob, abil, skin);
238 }
239
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->update_stats ();
250 ns->floorbox_update ();
251
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 ob->activate_recursive ();
256 enter_map ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 ob->deactivate_recursive ();
271
272 //TODO: don't be so harsh and destroy :)
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280
281 INVOKE_PLAYER (DISCONNECT, this);
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292}
293
294// the need for this function can be explained
295// by load_object not returning the object
296void
297player::set_object (object *op)
298{
299 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */
301
302 ob->speed_left = 0.5;
303 ob->speed = 1.0;
304 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309}
310
311player::player ()
312{
243 /* There are some elements we want initialized to non zero value - 313 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 314 * we deal with that below this point.
245 */ 315 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 316 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 317 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 318 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 319
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 320 savebed_map = first_map_path; /* Init. respawn position */
257 321
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; 322 gen_sp_armour = 10;
272 p->last_speed = -1; 323 last_speed = -1;
273 p->shoottype = range_none; 324 shoottype = range_none;
274 p->bowtype = bow_normal; 325 bowtype = bow_normal;
275 p->petmode = pet_normal; 326 petmode = pet_normal;
276 p->listening = 10; 327 listening = 10;
277 p->usekeys = containers; 328 usekeys = containers;
278 p->last_weapon_sp = -1; 329 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 331 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);
288 332
289 /* we need to clear these to -1 and not zero - otherwise, 333 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 334 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 335 * send new values to the client, as things like exp start
292 * at zero. 336 * at zero.
293 */ 337 */
294 for (i = 0; i < NUM_SKILLS; i++) 338 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 339 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 340
298 }
299 for (i = 0; i < NROFATTACKS; i++) 341 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 342 last_resist[i] = -1;
302 } 343
303 p->last_stats.exp = -1; 344 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 345 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 346}
310 347
311/* This loads the first map an puts the player on it. */ 348void
312static void 349player::do_destroy ()
313set_first_map (object *op)
314{ 350{
315 strcpy (op->contr->maplevel, first_map_path); 351 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 352
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377
378 if (ob)
379 {
380 ob->destroy_inv (false);
381 ob->destroy ();
382 }
383}
384
385player::~player ()
386{
387 /* Clear item stack */
388 free (stack_items);
389}
390
321/* Tries to add player on the connection passwd in ns. 391/* 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 392 * All we can really get in this is some settings like host and display
323 * mode. 393 * mode.
324 */ 394 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 395player *
396player::create ()
397{
398 player *pl = new player;
330 399
331 p = get_player (NULL); 400 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); 401 set_first_map (pl->ob);
345 402
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; 403 return pl;
354} 404}
355 405
356/* 406/*
357 * get_player_archetype() return next player archetype from archetype 407 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 408 * list. Not very efficient routine, but used only creating new players.
367 { 417 {
368 if (at == NULL || at->next == NULL) 418 if (at == NULL || at->next == NULL)
369 at = first_archetype; 419 at = first_archetype;
370 else 420 else
371 at = at->next; 421 at = at->next;
422
372 if (at->clone.type == PLAYER) 423 if (at->clone.type == PLAYER)
373 return at; 424 return at;
425
374 if (at == start) 426 if (at == start)
375 { 427 {
376 LOG (llevError, "No Player archetypes\n"); 428 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 429 exit (-1);
378 } 430 }
379 } 431 }
380} 432}
381 433
382
383object * 434object *
384get_nearest_player (object *mon) 435get_nearest_player (object *mon)
385{ 436{
386 object *op = NULL; 437 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 438 objectlink *ol;
389 unsigned lastdist; 439 unsigned lastdist;
390 rv_vector rv; 440 rv_vector rv;
391 441
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 { 474 {
425 op = ol->ob; 475 op = ol->ob;
426 lastdist = rv.distance; 476 lastdist = rv.distance;
427 } 477 }
428 } 478 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 479
430 { 480 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 481 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 482 if (lastdist > rv.distance)
435 { 483 {
436 op = pl->ob; 484 op = pl->ob;
437 lastdist = rv.distance; 485 lastdist = rv.distance;
438 } 486 }
439 } 487
440 }
441#if 0 488#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 489 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 490#endif
444 return op; 491 return op;
445} 492}
463 * circling behaviour. Unfortunately, this function is also used to determined 510 * 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 511 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 512 * is probably not a good thing.
466 */ 513 */
467#define MAX_SPACES 50 514#define MAX_SPACES 50
468
469 515
470/* 516/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 517 * 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 518 * 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 519 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 692 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 693 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 694 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 695 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 696 {
651 remove_ob (op); 697 op->destroy ();
652 free_object (op);
653 continue; 698 continue;
654 } 699 }
655 } 700 }
656 701
657 /* This really needs to be better - we should really give 702 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 713 if (tmp->type == op->type && tmp->name == op->name)
669 break; 714 break;
670 715
671 if (tmp) 716 if (tmp)
672 { 717 {
673 remove_ob (op); 718 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 719 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 720 continue;
677 } 721 }
722
678 if (op->nrof > 1) 723 if (op->nrof > 1)
679 op->nrof = 1; 724 op->nrof = 1;
680 } 725 }
681 726
682 if (op->type == SPELLBOOK && op->inv) 727 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 739 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 740 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 741 }
697 if (op->type == SPELL) 742 if (op->type == SPELL)
698 { 743 {
699 remove_ob (op); 744 op->destroy ();
700 free_object (op);
701 continue; 745 continue;
702 } 746 }
703 else if (op->type == SKILL) 747 else if (op->type == SKILL)
704 { 748 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 749 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 758 /* Need to set up the skill pointers */
715 link_player_skills (pl); 759 link_player_skills (pl);
716} 760}
717 761
718void 762void
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) 763get_party_password (object *op, partylist *party)
803{ 764{
804 if (party == NULL) 765 if (party == NULL)
805 { 766 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 767 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 768 return;
808 } 769 }
770
809 op->contr->write_buf[0] = '\0'; 771 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 772 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 773 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 774 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 775}
814
815 776
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 777/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 778static int
818roll_stat (void) 779roll_stat (void)
819{ 780{
820 int a[4], i, j, k; 781 int a[4], i, j, k;
821 782
822 for (i = 0; i < 4; i++) 783 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 786 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 787 if (a[i] < k)
827 k = a[i], j = i; 788 k = a[i], j = i;
828 789
829 for (i = 0, k = 0; i < 4; i++) 790 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 791 if (i != j)
832 k += a[i]; 792 k += a[i];
833 } 793
834 return k; 794 return k;
835} 795}
836 796
837void 797void
838roll_stats (object *op) 798object::roll_stats ()
839{ 799{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 800 int statsort [7];
843 801
844 do 802 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 } 803 {
855 while (sum < 82 || sum > 116); 804 int sum = 0;
805 for (int i = 7; i--; )
806 sum += statsort [i] = roll_stat ();
856 807
808 if (sum >= 82 && sum <= 116)
809 break;
810 }
811
857 /* Sort the stats so that rerolling is easier... */ 812 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 813 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;
865 814
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]; 815 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 816 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 817 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 818 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 819 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 820 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 821 stats.Cha = statsort[6];
890 822
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; 823 stats.exp = 0;
902 op->stats.ac = 0; 824 stats.ac = 0;
903 825
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; 826 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 827 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 828 stats.grace = stats.maxgrace;
829
830 if (contr)
831 {
832 contr->levhp[1] = 9;
833 contr->levsp[1] = 6;
834 contr->levgrace[1] = 3;
835
912 op->contr->orig_stats = op->stats; 836 contr->orig_stats = stats;
837 }
913} 838}
914 839
915void 840void
916Roll_Again (object *op) 841object::swap_stats (int a, int b)
917{ 842{
918 esrv_new_player (op->contr, 0); 843 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 844 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)? "); 845 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 846
923void 847 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 848 stats.Dex = contr->orig_stats.Dex;
849 stats.Con = contr->orig_stats.Con;
850 stats.Int = contr->orig_stats.Int;
851 stats.Wis = contr->orig_stats.Wis;
852 stats.Pow = contr->orig_stats.Pow;
853 stats.Cha = contr->orig_stats.Cha;
854
855 //TODO: the following code looks so borked and should, at the very least,
856 // be merged with the similar code in roll_stats
857 stats.ac = 0;
858
859 level = 1;
860 stats.exp = 0;
861 stats.ac = 0;
862
863 stats.hp = stats.maxhp;
864 stats.sp = stats.maxsp;
865 stats.grace = stats.maxgrace;
866
867 if (contr)
868 {
869 contr->levhp[1] = 9;
870 contr->levsp[1] = 6;
871 contr->levgrace[1] = 3;
872
873 contr->orig_stats = stats;
874 }
875}
876
877static void
878start_info (object *op)
925{ 879{
926 signed char tmp;
927 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
928 881
929 if (op->contr->Swap_First == -1) 882 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); 883 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 884 //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); 885 //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} 886}
1044 887
1045/* This function takes the key that is passed, and does the 888/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 889 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 890 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 891 * separate race and class; this actually changes the RACE,
1049 * not the class. 892 * not the class.
1050 */ 893 */
1051
1052int 894int
1053key_change_class (object *op, char key) 895key_change_class (object *op, char key)
1054{ 896{
1055 int tmp_loop; 897 int tmp_loop;
1056 898
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') 899 if (key == 'd' || key == 'D')
1064 { 900 {
1065 char buf[MAX_BUF]; 901 char buf[MAX_BUF];
1066 902
1067 /* this must before then initial items are given */ 903 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 904 esrv_new_player (op->contr, op->weight + op->carrying);
905
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 906 treasurelist *tl = find_treasurelist ("starting_wealth");
907 if (tl)
908 create_treasure (tl, op, 0, 0, 0);
1070 909
1071 INVOKE_PLAYER (BIRTH, op->contr); 910 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 911 INVOKE_PLAYER (LOGIN, op->contr);
1073 912
1074 op->contr->state = ST_PLAYING; 913 op->contr->ns->state = ST_PLAYING;
1075 914
1076 if (op->msg) 915 if (op->msg)
1077 op->msg = NULL; 916 op->msg = NULL;
1078 917
1079 /* We create this now because some of the unique maps will need it 918 /* We create this now because some of the unique maps will need it
1088 start_info (op); 927 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 928 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 929 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 930 link_player_skills (op);
1092 esrv_send_inventory (op, op); 931 esrv_send_inventory (op, op);
1093 fix_player (op); 932 op->update_stats ();
1094 933
1095 /* This moves the player to a different start map, if there 934 /* This moves the player to a different start map, if there
1096 * is one for this race 935 * is one for this race
1097 */ 936 */
1098 if (*first_map_ext_path) 937 if (*first_map_ext_path)
1099 { 938 {
1100 object *tmp; 939 object *tmp;
1101 char mapname[MAX_BUF]; 940 char mapname[MAX_BUF];
1102 941
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 942 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 943 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 944 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 945 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 946 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 947 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 948 * if the map isn't there, then stay on the
1110 * default initial map */ 949 * default initial map */
1111 free_object (tmp); 950 tmp->destroy ();
1112 } 951 }
1113 else 952 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 953 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 954
1117 return 0; 955 return 0;
1118 } 956 }
1119 957
1120 /* Following actually changes the race - this is the default command 958 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 959 * if we don't match with one of the options above.
1125 while (!tmp_loop) 963 while (!tmp_loop)
1126 { 964 {
1127 shstr name = op->name; 965 shstr name = op->name;
1128 int x = op->x, y = op->y; 966 int x = op->x, y = op->y;
1129 967
1130 remove_statbonus (op); 968 op->remove_statbonus ();
1131 remove_ob (op); 969 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 970 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 971 op->arch->clone.copy_to (op);
1134 op->instantiate (); 972 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 973 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 974 op->name = op->name_pl = name;
1137 op->x = x; 975 op->x = x;
1138 op->y = y; 976 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 977 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 978 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 979 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 980 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 981 tmp_loop = allowed_class (op);
1144 } 982 }
1145 983
1146 update_object (op, UP_OBJ_FACE); 984 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 985 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 986 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 987 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 988 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 989 op->stats.grace = 0;
1152 990
1153 if (op->msg) 991 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 992 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 993
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 994 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; 995 return 0;
1158} 996}
1159 997
1160int 998int
1161key_confirm_quit (object *op, char key) 999key_confirm_quit (object *op, char key)
1162{ 1000{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 1002 {
1167 op->contr->state = ST_PLAYING; 1003 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 1005 return 1;
1170 } 1006 }
1171 1007
1172 INVOKE_PLAYER (LOGOUT, op->contr); 1008 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 1009 INVOKE_PLAYER (QUIT, op->contr);
1174 1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1175 terminate_all_pets (op); 1014 terminate_all_pets (op);
1176 leave_map (op); 1015 op->remove ();
1177 op->direction = 0; 1016 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179 1018
1180 strcpy (op->contr->killer, "quit"); 1019 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1020 check_score (op);
1182 op->contr->party = NULL; 1021 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1185 1024
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; 1025 return 1;
1207} 1026}
1208 1027
1209void 1028void
1210flee_player (object *op) 1029flee_player (object *op)
1241 { 1060 {
1242 op->enemy = NULL; 1061 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1063 return;
1245 } 1064 }
1065
1246 get_rangevector (op, op->enemy, &rv, 0); 1066 get_rangevector (op, op->enemy, &rv, 0);
1247 1067
1248 dir = absdir (4 + rv.direction); 1068 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1069 for (diff = 0; diff < 3; diff++)
1250 { 1070 {
1251 int m = 1 - (RANDOM () & 2); 1071 int m = 1 - (RANDOM () & 2);
1252 1072
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1073 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1074 return;
1256 }
1257 } 1075 }
1076
1258 /* Cornered, get rid of scared */ 1077 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1078 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1079 op->enemy = NULL;
1261} 1080}
1262 1081
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1167 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)))); 1168 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1169 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1170 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)))); 1171 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1172
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1173 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 } 1174 }
1175
1384 /* philosophy: 1176 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1177 * 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 1178 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1179 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1180 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1181 * example.
1390 * The drawback: right now it has no frontend, so you need to 1182 * 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 1183 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1184 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1218 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1219 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1220 if (tmp->type == FOOD)
1429 { 1221 {
1430 pick_up (op, tmp); 1222 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1223 continue;
1434 } 1224 }
1225
1435 if (op->contr->mode & PU_DRINK) 1226 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1227 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1228 {
1438 pick_up (op, tmp); 1229 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1230 continue;
1442 } 1231 }
1443 1232
1444 if (op->contr->mode & PU_POTION) 1233 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1234 if (tmp->type == POTION)
1446 { 1235 {
1447 pick_up (op, tmp); 1236 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1237 continue;
1451 } 1238 }
1452 1239
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1240 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1241 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1242 if (tmp->type == SPELLBOOK)
1456 { 1243 {
1457 pick_up (op, tmp); 1244 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1245 continue;
1461 } 1246 }
1247
1462 if (op->contr->mode & PU_SKILLSCROLL) 1248 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1249 if (tmp->type == SKILLSCROLL)
1464 { 1250 {
1465 pick_up (op, tmp); 1251 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1252 continue;
1469 } 1253 }
1254
1470 if (op->contr->mode & PU_READABLES) 1255 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1256 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1257 {
1473 pick_up (op, tmp); 1258 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1259 continue;
1477 } 1260 }
1478 1261
1479 /* wands/staves/rods/horns */ 1262 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1263 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1264 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1265 {
1483 pick_up (op, tmp); 1266 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1267 continue;
1487 } 1268 }
1488 1269
1489 /* pick up all magical items */ 1270 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1271 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1272 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1273 {
1493 pick_up (op, tmp); 1274 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1275 continue;
1497 } 1276 }
1498 1277
1499 if (op->contr->mode & PU_VALUABLES) 1278 if (op->contr->mode & PU_VALUABLES)
1500 { 1279 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1280 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1281 {
1503 pick_up (op, tmp); 1282 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1283 continue;
1507 } 1284 }
1508 } 1285 }
1509 1286
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1287 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1288 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1289 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1290 {
1514 pick_up (op, tmp); 1291 pick_up (op, tmp);
1292 continue;
1515 if (0) 1293 }
1516 fprintf (stderr, "JEWELS\n"); 1294
1295 /* we don't forget dragon food */
1296 if (op->contr->mode & PU_FLESH)
1297 if (tmp->type == FLESH)
1298 {
1299 pick_up (op, tmp);
1517 continue; 1300 continue;
1518 } 1301 }
1519 1302
1520 /* bows and arrows. Bows are good for selling! */ 1303 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1304 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1305 if (tmp->type == BOW)
1523 { 1306 {
1524 pick_up (op, tmp); 1307 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1308 continue;
1528 } 1309 }
1310
1529 if (op->contr->mode & PU_ARROW) 1311 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1312 if (tmp->type == ARROW)
1531 { 1313 {
1532 pick_up (op, tmp); 1314 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1315 continue;
1536 } 1316 }
1537 1317
1538 /* all kinds of armor etc. */ 1318 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1319 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1320 if (tmp->type == ARMOUR)
1541 { 1321 {
1542 pick_up (op, tmp); 1322 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1323 continue;
1546 } 1324 }
1325
1547 if (op->contr->mode & PU_HELMET) 1326 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1327 if (tmp->type == HELMET)
1549 { 1328 {
1550 pick_up (op, tmp); 1329 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1330 continue;
1554 } 1331 }
1332
1555 if (op->contr->mode & PU_SHIELD) 1333 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1334 if (tmp->type == SHIELD)
1557 { 1335 {
1558 pick_up (op, tmp); 1336 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1337 continue;
1562 } 1338 }
1339
1563 if (op->contr->mode & PU_BOOTS) 1340 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1341 if (tmp->type == BOOTS)
1565 { 1342 {
1566 pick_up (op, tmp); 1343 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1344 continue;
1570 } 1345 }
1346
1571 if (op->contr->mode & PU_GLOVES) 1347 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1348 if (tmp->type == GLOVES)
1573 { 1349 {
1574 pick_up (op, tmp); 1350 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1351 continue;
1578 } 1352 }
1353
1579 if (op->contr->mode & PU_CLOAK) 1354 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1355 if (tmp->type == CLOAK)
1581 { 1356 {
1582 pick_up (op, tmp); 1357 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1358 continue;
1586 } 1359 }
1587 1360
1588 /* hoping to catch throwing daggers here */ 1361 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1362 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1363 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1364 {
1592 pick_up (op, tmp); 1365 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1366 continue;
1596 } 1367 }
1597 1368
1598 /* careful: chairs and tables are weapons! */ 1369 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1370 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1373 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1374 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1375 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1376 {
1606 pick_up (op, tmp); 1377 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1378 continue;
1610 } 1379 }
1611 } 1380 }
1381
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1382 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1383 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1384 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1385 {
1616 pick_up (op, tmp); 1386 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1387 continue;
1620 } 1388 }
1621 } 1389 }
1622 } 1390 }
1623 1391
1624 /* misc stuff that's useful */ 1392 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1393 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1394 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1395 {
1628 pick_up (op, tmp); 1396 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1397 continue;
1632 } 1398 }
1633 1399
1634 /* any of the last 4 bits set means we use the ratio for value 1400 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1401 * pickups */
1657 continue; 1423 continue;
1658 } 1424 }
1659 } 1425 }
1660 } /* the new pickup model */ 1426 } /* the new pickup model */
1661 } 1427 }
1428
1662 return !stop; 1429 return !stop;
1663} 1430}
1664 1431
1665/* 1432/*
1666 * Find an arrow in the inventory and after that 1433 * Find an arrow in the inventory and after that
1843 if (!dir) 1610 if (!dir)
1844 { 1611 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1612 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1613 return 0;
1847 } 1614 }
1615
1848 if (op->type == PLAYER) 1616 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1617 bow = op->contr->ranges[range_bow];
1850 else 1618 else
1851 { 1619 {
1852 for (bow = op->inv; bow; bow = bow->below) 1620 for (bow = op->inv; bow; bow = bow->below)
1860 { 1628 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1629 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1630 return 0;
1863 } 1631 }
1864 } 1632 }
1633
1865 if (!bow->race || !bow->skill) 1634 if (!bow->race || !bow->skill)
1866 { 1635 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1636 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1637 return 0;
1869 } 1638 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1640 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1641
1873 /* penalize ROF for bestarrow */ 1642 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1643 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1644 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645
1876 if (bowspeed < 1) 1646 if (bowspeed < 1)
1877 bowspeed = 1; 1647 bowspeed = 1;
1878 1648
1879 if (arrow == NULL) 1649 if (arrow == NULL)
1880 { 1650 {
1886 else 1656 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1657 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1658 return 0;
1889 } 1659 }
1890 } 1660 }
1661
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1662 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1663 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1664 return 0;
1895 } 1665
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1666 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1667 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1668 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1669 return 0;
1900 } 1670 }
1901 1671
1902 /* this should not happen, but sometimes does */ 1672 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1673 if (arrow->nrof == 0)
1904 { 1674 {
1905 remove_ob (arrow); 1675 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1676 return 0;
1908 } 1677 }
1909 1678
1910 left = arrow; /* these are arrows left to the player */ 1679 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1680 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1681 if (!arrow)
1913 { 1682 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1683 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1684 return 0;
1916 } 1685 }
1917 set_owner (arrow, op); 1686
1687 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1688 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1689 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1690
1924 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1925 { 1692 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1693 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1694 op->update_stats ();
1928 } 1695 }
1929 1696
1930 SET_ANIMATION (arrow, arrow->direction); 1697 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1698 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1699 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1700 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1701 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1702 arrow->spellarg = strdup (arrow->slaying);
1936 1703
1937 /* Note that this was different for monsters - they got their level 1704 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1705 * added to the damage. I think the strength bonus is more proper.
1939 */ 1706 */
1940 1707
1942 1709
1943 /* update the speed */ 1710 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1711 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; 1712 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1713
1947 if (arrow->speed < 1.0) 1714 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1715 arrow->speed_left = 0;
1951 1716
1952 if (op->type == PLAYER) 1717 if (op->type == PLAYER)
1953 { 1718 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1719 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1729 }
1965 1730
1966 if (arrow->attacktype == AT_PHYSICAL) 1731 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1732 arrow->attacktype |= bow->attacktype;
1968 1733
1969 if (bow->slaying != NULL) 1734 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1735 arrow->slaying = bow->slaying;
1971 1736
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1737 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1739
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1741 m->insert (arrow, sx, sy, op);
1978 1742
1979 if (!arrow->destroyed ()) 1743 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1744 move_arrow (arrow);
1981 1745
1982 if (op->type == PLAYER) 1746 if (op->type == PLAYER)
2008 } 1772 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1774 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1776 wcmod = -1;
1777
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1778 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1779 }
2015 else if (op->contr->bowtype == bow_threewide) 1780 else if (op->contr->bowtype == bow_threewide)
2016 { 1781 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1782 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1852
2088 if (item->arch) 1853 if (item->arch)
2089 { 1854 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1855 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1856 item->face = item->arch->clone.face;
2092 item->speed = 0; 1857 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1858 }
1859
2095 if ((tmp = is_player_inv (item))) 1860 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1861 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1862 }
2098 } 1863 }
2099 else if (item->type == ROD || item->type == HORN) 1864 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1865 drain_rod_charge (item);
2102 }
2103 } 1866 }
2104} 1867}
2105 1868
2106/* Received a fire command for the player - go and do it. 1869/* Received a fire command for the player - go and do it.
2107 */ 1870 */
2130 case range_misc: 1893 case range_misc:
2131 fire_misc_object (op, dir); 1894 fire_misc_object (op, dir);
2132 return; 1895 return;
2133 1896
2134 case range_golem: /* Control summoned monsters from scrolls */ 1897 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) 1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1899 {
2137 op->contr->ranges[range_golem] = NULL; 1900 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1901 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1902 }
2141 else 1903 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1904 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1905 return;
2144 1906
2251 * 0 otherwise 2013 * 0 otherwise
2252 */ 2014 */
2253static int 2015static int
2254player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2255{ 2017{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* 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 - 2019 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2260 */ 2021 */
2261 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2303 */ 2064 */
2304
2305void 2065void
2306move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2307{ 2067{
2308 object *tmp, *mon; 2068 object *tmp, *mon;
2309 sint16 nx, ny; 2069 sint16 nx, ny;
2311 maptile *m; 2071 maptile *m;
2312 2072
2313 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2315 2075
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2317 2077
2318 /* If braced, or can't move to the square, and it is not out of the 2078 /* 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 2079 * 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 2080 * 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 2081 * player. This is a pretty nasty hack, because if we could
2326 */ 2086 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2088 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2090 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2091 m = op->map->xy_find (nx, ny);
2332 if (!m) 2092 if (!m)
2333 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2334 } 2094 }
2335 else 2095 else
2336 m = op->map; 2096 m = op->map;
2337 2097
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 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; 2099 return;
2342 }
2343 2100
2344 mon = NULL; 2101 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2102 /* 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. 2103 * 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 2104 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2105 * on the space
2349 */ 2106 */
2350 while (tmp != NULL) 2107 while (tmp)
2351 { 2108 {
2352 if (tmp == op) 2109 if (tmp == op)
2353 { 2110 {
2354 tmp = tmp->above; 2111 tmp = tmp->above;
2355 continue; 2112 continue;
2365 mon = tmp; 2122 mon = tmp;
2366 2123
2367 tmp = tmp->above; 2124 tmp = tmp->above;
2368 } 2125 }
2369 2126
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2127 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2128 return; /* into a wall */
2372 2129
2373 if (mon->head != NULL) 2130 if (mon->head)
2374 mon = mon->head; 2131 mon = mon->head;
2375 2132
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2133 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2134 if (player_attack_door (op, mon))
2378 return; 2135 return;
2390 * player owns it and it is either friendly or unagressive. 2147 * player owns it and it is either friendly or unagressive.
2391 */ 2148 */
2392 if ((op->type == PLAYER) 2149 if ((op->type == PLAYER)
2393#if COZY_SERVER 2150#if COZY_SERVER
2394 && 2151 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2152 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2153 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2154#else
2398 && get_owner (mon) == op 2155 && mon->owner == op
2399#endif 2156#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2157 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2158 {
2402 /* If we're braced, we don't want to switch places with it */ 2159 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2160 if (op->contr->braced)
2404 return; 2161 return;
2162
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2164 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2165 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2166 make_visible (op);
2167
2409 return; 2168 return;
2410 } 2169 }
2411 2170
2412 /* in certain circumstances, you shouldn't attack friendly 2171 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2172 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2174 * attack them either.
2416 */ 2175 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2176 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2177 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2178#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2179 (op->contr->peaceful
2421 || (mon->type == PLAYER 2180 || (mon->type == PLAYER
2422 && mon->contr-> 2181 && mon->contr->
2423 peaceful)) && 2182 peaceful)) &&
2424#else 2183#else
2425 op->contr->peaceful && 2184 op->contr->peaceful &&
2426#endif 2185#endif
2427 !on_battleground)) 2186 !on_battleground))
2428 { 2187 {
2429 if (!op->contr->braced) 2188 if (!op->contr->braced)
2430 { 2189 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2190 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2191 push_ob (mon, dir, op);
2433 } 2192 }
2434 else 2193 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2194 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2195
2438 if (op->contr->tmp_invis || op->hide) 2196 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2197 make_visible (op);
2440 } 2198 }
2441 2199
2442 /* If the object is a boulder or other rollable object, then 2200 /* 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 2211 * 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: 2212 * 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 2213 * 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. 2214 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2215 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2216 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))) 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2218 {
2462 2219
2463 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2228
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2230 }
2474 2231
2475 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2476 2233
2477 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2237 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2240 {
2484 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2485 2242
2486 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2489 } 2246 }
2247
2490 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2491 make_visible (op); 2249 make_visible (op);
2492 } 2250 }
2493 } /* if player should attack something */ 2251 } /* if player should attack something */
2494} 2252}
2496int 2254int
2497move_player (object *op, int dir) 2255move_player (object *op, int dir)
2498{ 2256{
2499 int pick; 2257 int pick;
2500 2258
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2260 return 0;
2503 2261
2504 /* Sanity check: make sure dir is valid */ 2262 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2263 if ((dir < 0) || (dir >= 9))
2506 { 2264 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2266 return 0;
2509 } 2267 }
2510 2268
2511 /* peterm: added following line */ 2269 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514 2272
2515 op->facing = dir; 2273 op->facing = dir;
2516 2274
2529 2287
2530 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2289 * server can handle repeat firing.
2532 */ 2290 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2292 op->direction = dir;
2536 }
2537 else 2293 else
2538 {
2539 op->direction = 0; 2294 op->direction = 0;
2540 } 2295
2541 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2298 * for players.
2544 */ 2299 */
2545 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* 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 2346 * 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 2347 * 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. 2348 * put this in a a workaround to clean up the golem pointer.
2594 */ 2349 */
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))) 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2352
2602 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2355 * called, so we recheck it here.
2605 */ 2356 */
2606 HandleClient (&op->contr->socket, op->contr); 2357 if (op->contr->ns->handle_command ())
2358 return 1;
2359
2607 if (op->speed_left < 0) 2360 if (op->speed_left > 0)
2608 return 0; 2361 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2363 {
2612 /* All move commands take 1 tick, at least for now */ 2364 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2365 op->speed_left--;
2614 2366
2615 /* Instead of all the stuff below, let move_player take care 2367 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2368 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2369 * there, as well as the confusion stuff.
2618 */ 2370 */
2619 move_player (op, op->direction); 2371 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2372
2621 return 1; 2373 return op->speed_left > 0;
2622 else 2374 }
2623 return 0;
2624 } 2375 }
2376
2625 return 0; 2377 return 0;
2626} 2378}
2627 2379
2628int 2380int
2629save_life (object *op) 2381save_life (object *op)
2630{ 2382{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2383 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2384 return 0;
2635 2385
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2386 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2387 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2388 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2389 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)); 2390 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2391
2641 if (op->contr) 2392 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2393 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2394
2644 free_object (tmp); 2395 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2396 CLEAR_FLAG (op, FLAG_LIFESAVE);
2397
2646 if (op->stats.hp < 0) 2398 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2399 op->stats.hp = op->stats.maxhp;
2400
2648 if (op->stats.food < 0) 2401 if (op->stats.food < 0)
2649 op->stats.food = 999; 2402 op->stats.food = 999;
2650 fix_player (op); 2403
2404 op->update_stats ();
2651 return 1; 2405 return 1;
2652 } 2406 }
2407
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2408 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2409 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2410 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2411 return 0;
2657} 2412}
2666{ 2421{
2667 object *next; 2422 object *next;
2668 2423
2669 while (op) 2424 while (op)
2670 { 2425 {
2671 next = op->below; /* Make sure we have a good value, in case 2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2427
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2428 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2429 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2430 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2431 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2432
2433 op->insert_at (env);
2682 } 2434 }
2683 else if (op->inv) 2435 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2436 remove_unpaid_objects (op->inv, env);
2437
2685 op = next; 2438 op = next;
2686 } 2439 }
2687} 2440}
2688
2689 2441
2690/* 2442/*
2691 * Returns pointer a static string containing gravestone text 2443 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2444 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2445 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2456 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2458 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2459 else
2708 sprintf (buf, "%s\n", &op->name); 2460 sprintf (buf, "%s\n", &op->name);
2461
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2463 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2465 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2466 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2467 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2468
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2469 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2470 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2471 if (op->type == PLAYER)
2718 { 2472 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2473 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2474 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2475 strcat (buf2, buf);
2722 } 2476 }
2477
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2478 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2479 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2480 strcat (buf2, buf);
2481
2726 return buf2; 2482 return buf2;
2727} 2483}
2728
2729
2730 2484
2731void 2485void
2732do_some_living (object *op) 2486do_some_living (object *op)
2733{ 2487{
2734 int last_food = op->stats.food; 2488 int last_food = op->stats.food;
2743 const int max_grace = 1; 2497 const int max_grace = 1;
2744 2498
2745 if (op->contr->outputs_sync) 2499 if (op->contr->outputs_sync)
2746 { 2500 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2501 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) 2502 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]); 2503 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2504 }
2751 2505
2752 if (op->contr->state == ST_PLAYING) 2506 if (op->contr->ns->state == ST_PLAYING)
2753 { 2507 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2508 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2509 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2510 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2511 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2512 else
2760 { 2513 {
2761 gen_hp = op->stats.maxhp; 2514 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2515 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2516 }
2517
2764 if (op->contr->gen_sp >= 0) 2518 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2519 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2520 else
2767 { 2521 {
2768 gen_sp = op->stats.maxsp; 2522 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2523 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2524 }
2525
2771 if (op->contr->gen_grace >= 0) 2526 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2528 else
2774 { 2529 {
2775 gen_grace = op->stats.maxgrace; 2530 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2546 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2547 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2548 op->stats.food = last_food;
2794 } 2549 }
2795 } 2550 }
2551
2796 if (max_sp > 1) 2552 if (max_sp > 1)
2797 { 2553 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2554 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2555 if (over_sp > 0)
2800 { 2556 {
2801 if (op->stats.sp < op->stats.maxsp) 2557 if (op->stats.sp < op->stats.maxsp)
2802 { 2558 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2562 op->stats.sp--;
2563
2806 if (op->stats.sp > op->stats.maxsp) 2564 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2565 op->stats.sp = op->stats.maxsp;
2808 } 2566 }
2809 op->last_sp = 0; 2567 op->last_sp = 0;
2810 } 2568 }
2811 else 2569 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2571 }
2816 else 2572 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2574 }
2821 2575
2822 /* Regenerate Grace */ 2576 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2577 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2578 if (--op->last_grace < 0)
2825 { 2579 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2580 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2581 op->stats.grace++; /* no penalty in food for regaining grace */
2582
2828 if (max_grace > 1) 2583 if (max_grace > 1)
2829 { 2584 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2585 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2586 if (over_grace > 0)
2832 { 2587 {
2860 op->stats.food += op->contr->digestion; 2615 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2616 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2617 op->stats.food = last_food;
2863 } 2618 }
2864 } 2619 }
2620
2865 if (max_hp > 1) 2621 if (max_hp > 1)
2866 { 2622 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2624 if (over_hp > 0)
2869 { 2625 {
2893 2649
2894 if (op->contr->gen_hp > 0) 2650 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2652 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654
2898 /* dms do not consume food */ 2655 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2656 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2657 op->stats.food--;
2901 } 2658 }
2902 }
2903 2659
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2660 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2661 {
2906 object *tmp, *flesh = NULL; 2662 object *tmp, *flesh = 0;
2907 2663
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2664 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2665 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2666 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2667 {
2668 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2671 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2672 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2673 break;
2918 } 2674 }
2919 else if (tmp->type == FLESH) 2675 else if (tmp->type == FLESH)
2920 flesh = tmp; 2676 flesh = tmp;
2921 } /* End if paid for object */ 2677 } /* End if paid for object */
2922 } /* end of for loop */ 2678 } /* end of for loop */
2679
2923 /* If player is still starving, it means they don't have any food, so 2680 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2681 * eat flesh instead.
2925 */ 2682 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2683 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2684 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2685 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2686 manual_apply (op, flesh, 0);
2930 } 2687 }
2931 } /* end if player is starving */ 2688 }
2932 2689
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2690 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2691 op->stats.food++, op->stats.hp--;
2935 2692
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2694 kill_player (op);
2695 }
2938} 2696}
2939
2940
2941 2697
2942/* If the player should die (lack of hp, food, etc), we call this. 2698/* 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 2699 * 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 2700 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2701 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2731 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..."); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2733
2978 /* restore player */ 2734 /* restore player */
2979 at = archetype::find ("poisoning"); 2735 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2736 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2737 {
2983 remove_ob (tmp); 2738 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2740 }
2987 2741
2988 at = archetype::find ("confusion"); 2742 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2743 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2744 {
2992 remove_ob (tmp); 2745 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2747 }
2996 2748
2997 cure_disease (op, 0); /* remove any disease */ 2749 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2750 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2751 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2752 op->stats.food = 999;
3001 2753
3002 /* create a bodypart-trophy to make the winner happy */ 2754 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2755 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2756 {
3006 sprintf (buf, "%s's finger", &op->name); 2757 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2758 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " 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); 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2762 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2765 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2766 }
3017 2767
3018 /* teleport defeated player to new destination */ 2768 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2769 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2770 op->contr->braced = 0;
3046 op->stats.hp = op->stats.maxhp; 2796 op->stats.hp = op->stats.maxhp;
3047 return; 2797 return;
3048 } 2798 }
3049 sprintf (buf, "%s died.", &op->name); 2799 sprintf (buf, "%s died.", &op->name);
3050 } 2800 }
2801
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2803
3053 /* save the map location for corpse, gravestone */ 2804 /* save the map location for corpse, gravestone */
3054 x = op->x; 2805 x = op->x;
3055 y = op->y; 2806 y = op->y;
3056 map = op->map; 2807 map = op->map;
3057 2808
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2809 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2810 * 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. 2811 * See the config.h file for a little more in depth detail about this.
3064 */ 2812 */
3065 2813
3066 /* Basically two ways to go - remove a stat permanently, or just 2814 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2815 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2816 * of death.
3069 */ 2817 */
3070#ifndef COZY_SERVER 2818#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2819 if (settings.balanced_stat_loss)
3072 { 2820 {
3073 /* If stat loss is permanent, lose one stat only. */ 2821 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2822 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2823 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2824 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2825 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2826 little bit harder. */
3079 /* GD */ 2827 /* GD */
3080 if (settings.stat_loss_on_death) 2828 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2829 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2830 else
3086 { 2831 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2832 }
2833 else
3087 num_stats_lose = 1; 2834 num_stats_lose = 1;
3088 } 2835
3089 lost_a_stat = 0; 2836 lost_a_stat = 0;
3090 2837
3091 for (z = 0; z < num_stats_lose; z++) 2838 for (z = 0; z < num_stats_lose; z++)
3092 { 2839 {
3093 i = RANDOM () % NUM_STATS; 2840 i = RANDOM () % NUM_STATS;
3094 2841
3095 if (settings.stat_loss_on_death) 2842 if (settings.stat_loss_on_death)
3096 { 2843 {
3097 /* Pick a random stat and take a point off it. Tell the player 2844 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2845 * what he lost.
3099 */ 2846 */
3100 change_attr_value (&(op->stats), i, -1); 2847 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2848 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2849 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2850 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2852 lost_a_stat = 1;
2853 }
2854 else
2855 {
2856 /* deplete a stat */
2857 archetype *deparch = archetype::find ("depletion");
2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2862 {
2863 dep = arch_to_object (deparch);
2864 insert_ob_in_ob (dep, op);
3106 } 2865 }
3107 else 2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
3108 { 2868 {
3109 /* deplete a stat */ 2869 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2870 /* Get the stat that we're about to deplete. */
3111 object *dep; 2871 this_stat = get_attr_value (&(dep->stats), i);
3112 2872 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2873 {
3116 dep = arch_to_object (deparch); 2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2875 int keep_chance = this_stat * this_stat;
3118 } 2876
3119 lose_this_stat = 1; 2877 /* 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) 2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2883 {
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; 2884 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2885 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2886 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 } 2887 }
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 */ 2888 else
3161 if (this_stat >= -50)
3162 { 2889 {
3163 change_attr_value (&(dep->stats), i, -1); 2890 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; 2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2895 }
3169 } 2896 }
3170 } 2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2902 /* We could try to do something clever like find another
2903 * stat to reduce if this fails. But chances are, if
2904 * stats have been depleted to -50, all are pretty low
2905 * and should be roughly the same, so it shouldn't make a
2906 * difference.
2907 */
2908 if (this_stat >= -50)
2909 {
2910 change_attr_value (&(dep->stats), i, -1);
2911 SET_FLAG (dep, FLAG_APPLIED);
2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2913 op->update_stats ();
2914 lost_a_stat = 1;
2915 }
3171 } 2916 }
2917 }
2918 }
3172 /* If no stat lost, tell the player. */ 2919 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2920 if (!lost_a_stat)
3174 { 2921 {
3175 /* determine_god() seems to not work sometimes... why is this? 2922 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2923 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2924 const char *god = determine_god (op);
3178 2925
3179 if (god && (strcmp (god, "none"))) 2926 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); 2927 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2928 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2930 }
2931#else
2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2933#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 2934
3187 /* Put a gravestone up where the character 'almost' died. List the 2935 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2936 * exp loss on the stone.
3189 */ 2937 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2938 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2939 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2940 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2941 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2942 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); 2943 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; 2944 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2945 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2946 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2947
3200 /**************************************/ 2948 /**************************************/
3201 /* */ 2949 /* */
3202 /* Subtract the experience points, */ 2950 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2951 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2952 /* food, and reset HP's... */
3205 /* */ 2953 /* */
3206
3207 /**************************************/ 2954 /**************************************/
3208 2955
3209 /* remove any poisoning and confusion the character may be suffering. */ 2956 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2957 /* restore player */
3211 at = archetype::find ("poisoning"); 2958 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2959 tmp = present_arch_in_ob (at, op);
2960
3213 if (tmp) 2961 if (tmp)
3214 { 2962 {
3215 remove_ob (tmp); 2963 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2965 }
3219 2966
3220 at = archetype::find ("confusion"); 2967 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2968 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2969 if (tmp)
3223 { 2970 {
3224 remove_ob (tmp); 2971 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2973 }
2974
3228 cure_disease (op, 0); /* remove any disease */ 2975 cure_disease (op, 0); /* remove any disease */
3229 2976
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2977 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2978 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2979 if (op->stats.food < 100)
3233 op->stats.food = 900; 2980 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2981 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2984
3238 /* 2985 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2986 * 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 2987 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2988 * in the map.
3242 */ 2989 */
3243 2990
3244 if (is_in_shop (op)) 2991 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2992 remove_unpaid_objects (op->inv, op);
3246 2993
3247 /****************************************/ 2994 /****************************************/
3248 /* */ 2995 /* */
3249 /* Move player to his current respawn- */ 2996 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2997 /* position (usually last savebed) */
3251 /* */ 2998 /* */
3252
3253 /****************************************/ 2999 /****************************************/
3254 3000
3255 enter_player_savebed (op); 3001 enter_player_savebed (op);
3256 3002
3257 /* Save the player before inserting the force to reduce 3003 /* Save the player before inserting the force to reduce
3258 * chance of abuse. 3004 * chance of abuse.
3259 */ 3005 */
3260 op->contr->braced = 0; 3006 op->contr->braced = 0;
3261 save_player (op, 1); 3007 op->contr->save ();
3262 3008
3263 /* it is possible that the player has blown something up 3009 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 3010 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 3011 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 3012 * on the space that might harm the player.
3267 */ 3013 */
3268 will_kill_again = 0; 3014 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 3016 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 3017 will_kill_again |= tmp->attacktype;
3273 } 3018
3274 if (will_kill_again) 3019 if (will_kill_again)
3275 { 3020 {
3276 object *force; 3021 object *force;
3277 int at; 3022 int at;
3278 3023
3279 force = get_archetype (FORCE_NAME); 3024 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 3025 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 3026 force->speed = 0.1;
3282 force->speed_left = -5.0; 3027 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 3028 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 3029 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 3030 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 3031 force->resist[at] = 100;
3288 } 3032
3289 insert_ob_in_ob (force, op); 3033 insert_ob_in_ob (force, op);
3290 fix_player (op); 3034 op->update_stats ();
3291 3035
3292 } 3036 }
3293 3037
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3038 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} 3039}
3363
3364 3040
3365void 3041void
3366loot_object (object *op) 3042loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 3043{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 3044 object *tmp, *tmp2, *next;
3369 3045
3370 if (op->container) 3046 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 3047 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 3048
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 3049 for (tmp = op->inv; tmp; tmp = next)
3376 { 3050 {
3377 next = tmp->below; 3051 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3052
3053 if (tmp->invisible)
3379 continue; 3054 continue;
3380 remove_ob (tmp); 3055
3056 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3057 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3058 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3059 { /* empty container to ground */
3384 loot_object (tmp); 3060 loot_object (tmp);
3385 } 3061 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3063 {
3388 if (tmp->nrof > 1) 3064 if (tmp->nrof > 1)
3389 { 3065 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3067 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3068 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3069 }
3394 else 3070 else
3395 free_object (tmp); 3071 tmp->destroy ();
3396 } 3072 }
3397 else 3073 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3074 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3075 }
3400} 3076}
3406 */ 3082 */
3407 3083
3408void 3084void
3409fix_weight (void) 3085fix_weight (void)
3410{ 3086{
3411 player *pl; 3087 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3088 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3090
3417 if (old == sum) 3091 if (old == sum)
3418 continue; 3092 continue;
3419 fix_player (pl->ob); 3093 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3095 }
3422} 3096}
3423 3097
3424void 3098void
3425fix_luck (void) 3099fix_luck (void)
3426{ 3100{
3427 player *pl; 3101 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3102 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3103 pl->ob->change_luck (0);
3432} 3104}
3433
3434 3105
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3106/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3107 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3108 * just treat this as any other spell casting object.
3438 */ 3109 */
3439
3440void 3110void
3441cast_dust (object *op, object *throw_ob, int dir) 3111cast_dust (object *op, object *throw_ob, int dir)
3442{ 3112{
3443 object *skop, *spob; 3113 object *skop, *spob;
3444 3114
3465 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3136 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3137
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3138 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3139
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3140 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3141}
3474 3142
3475void 3143void
3476make_visible (object *op) 3144make_visible (object *op)
3477{ 3145{
3491 object *tmp = NULL; 3159 object *tmp = NULL;
3492 3160
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3162 return 1;
3495 3163
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; 3164 return 0;
3502} 3165}
3503 3166
3504/* look at the surrounding terrain to determine 3167/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3168 * the hideability of this object. Positive levels
3561 3224
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3226
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3227 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3228 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3229 if (!skop || num >= skop->level)
3568 { 3230 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3231 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3232 make_visible (op);
3571 return; 3233 return;
3572 } 3234 }
3573 else 3235 else
3574 num += 20; 3236 num += 20;
3575 } 3237
3576 num += op->map->difficulty; 3238 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3239 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3240 num -= hide;
3241
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3243 {
3581 make_visible (op); 3244 make_visible (op);
3582 if (op->type == PLAYER) 3245 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3246 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3247 }
3585 else if (op->type == PLAYER && skop) 3248 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3249 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3250}
3590 3251
3591/* determine if who is standing near a hostile creature. */ 3252/* determine if who is standing near a hostile creature. */
3592 3253
3593int 3254int
3620 if (mflags & P_OUT_OF_MAP) 3281 if (mflags & P_OUT_OF_MAP)
3621 continue; 3282 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3284 continue;
3624 3285
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3287 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3289 return 1;
3629 else if (tmp->type == PLAYER) 3290 else if (tmp->type == PLAYER)
3630 { 3291 {
3660 if (pl->type != PLAYER) 3321 if (pl->type != PLAYER)
3661 { 3322 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3323 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3324 return -1;
3664 } 3325 }
3326
3665 if (!pl || !op) 3327 if (!pl || !op)
3666 return 0; 3328 return 0;
3667 3329
3668 if (op->head)
3669 {
3670 op = op->head; 3330 op = op->head_ ();
3671 } 3331
3672 get_rangevector (pl, op, &rv, 0x1); 3332 get_rangevector (pl, op, &rv, 0x1);
3673 3333
3674 /* starting with the 'head' part, lets loop 3334 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3335 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3336 * part that is in the los array but isnt on
3684 3344
3685 /* only the viewable area the player sees is updated by LOS 3345 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3346 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3347 * for any meaningful values.
3688 */ 3348 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3352 return 1;
3693 op = op->more; 3353 op = op->more;
3694 } 3354 }
3695 return 0; 3355 return 0;
3696} 3356}
3806 if (trlist == NULL || who->type != PLAYER) 3466 if (trlist == NULL || who->type != PLAYER)
3807 return; 3467 return;
3808 3468
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3470
3811 if (tr == NULL || tr->item == NULL) 3471 if (!tr || !tr->item)
3812 { 3472 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3474 return;
3815 } 3475 }
3816 3476
3882 { 3542 {
3883 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3544 object *skin;
3885 3545
3886 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3888 if (skin == NULL) 3551 if (!skin)
3889 return; 3552 return;
3890 3553
3891 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3556 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines