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 1.92 by root, Mon Jan 8 01:19:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int 153/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 154static void
155set_first_map (object *op)
188{ 156{
189 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
191 return 0; 179 return;
192 180
193 for (; *cp != '\0'; cp++) 181 players.insert (this);
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
195 return 0; 194 return;
196 return 1;
197}
198 195
199/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
200 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
201 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
202 */ 199 ob->remove ();
200 ob->map = 0;
203 201
204/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
205 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215 204
216 if (!p) 205 players.erase (this);
217 { 206}
218 p = new player;
219 207
220 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
221 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
222 * end of the list - there is in fact no compelling reason that 210void
223 * that needs to be done except for things like output of 211player::connect (client *ns)
224 * 'who'. 212{
225 */ 213 this->ns = ns;
226 player *tmp = first_player; 214 ns->pl = this;
227 215
228 while (tmp != NULL && tmp->next != NULL) 216 ns->update_look = 0;
229 tmp = tmp->next; 217 ns->look_position = 0;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234 218
235 p->next = NULL; 219 clear_los (ob);
236 }
237 220
238 /* Clears basically the entire player structure except 221 /* make sure he's a player -- needed because of class change. */
239 * for next and socket. 222 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race;
224
225 if (!legal_range (ob, shoottype))
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob);
230
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 241 */
241 p->clear (); 242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
242 244
245 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob))
247 {
248 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252
253 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force)
256 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force)
258 skin = tmp;
259
260 set_dragon_name (ob, abil, skin);
261 }
262
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264
265 esrv_new_player (this, ob->weight + ob->carrying);
266
267 ob->update_stats ();
268 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0);
272
273 activate ();
274
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278
279 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this);
281}
282
283void
284player::disconnect ()
285{
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
243 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 320 * we deal with that below this point.
245 */ 321 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 325
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 326 savebed_map = first_map_path; /* Init. respawn position */
257 327
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; 328 gen_sp_armour = 10;
272 p->last_speed = -1; 329 last_speed = -1;
273 p->shoottype = range_none; 330 shoottype = range_none;
274 p->bowtype = bow_normal; 331 bowtype = bow_normal;
275 p->petmode = pet_normal; 332 petmode = pet_normal;
276 p->listening = 10; 333 listening = 10;
277 p->usekeys = containers; 334 usekeys = containers;
278 p->last_weapon_sp = -1; 335 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 337 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);
288 338
289 /* we need to clear these to -1 and not zero - otherwise, 339 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
292 * at zero. 342 * at zero.
293 */ 343 */
294 for (i = 0; i < NUM_SKILLS; i++) 344 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 346
298 }
299 for (i = 0; i < NROFATTACKS; i++) 347 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 348 last_resist[i] = -1;
302 } 349
303 p->last_stats.exp = -1; 350 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 351 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 352}
310 353
311/* This loads the first map an puts the player on it. */ 354void
312static void 355player::do_destroy ()
313set_first_map (object *op)
314{ 356{
315 strcpy (op->contr->maplevel, first_map_path); 357 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
321/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
323 * mode. 376 * mode.
324 */ 377 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 378player *
379player::create ()
380{
381 player *pl = new player;
330 382
331 p = get_player (NULL); 383 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); 384 set_first_map (pl->ob);
345 385
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; 386 return pl;
354} 387}
355 388
356/* 389/*
357 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
367 { 400 {
368 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
369 at = first_archetype; 402 at = first_archetype;
370 else 403 else
371 at = at->next; 404 at = at->next;
405
372 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
373 return at; 407 return at;
408
374 if (at == start) 409 if (at == start)
375 { 410 {
376 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 412 exit (-1);
378 } 413 }
379 } 414 }
380} 415}
381 416
382
383object * 417object *
384get_nearest_player (object *mon) 418get_nearest_player (object *mon)
385{ 419{
386 object *op = NULL; 420 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 421 objectlink *ol;
389 unsigned lastdist; 422 unsigned lastdist;
390 rv_vector rv; 423 rv_vector rv;
391 424
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 426 {
394 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 434 object *tmp = ol->ob;
402 435
403 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 437 * itself will have been cleared.
405 */ 438 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
407 ol = ol->next; 441 ol = ol->next;
408 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
409 if (!ol) 443 if (!ol)
410 return op; 444 return op;
411 } 445 }
424 { 458 {
425 op = ol->ob; 459 op = ol->ob;
426 lastdist = rv.distance; 460 lastdist = rv.distance;
427 } 461 }
428 } 462 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 463
430 { 464 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
435 { 467 {
436 op = pl->ob; 468 op = pl->ob;
437 lastdist = rv.distance; 469 lastdist = rv.distance;
438 } 470 }
439 } 471
440 }
441#if 0 472#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 474#endif
444 return op; 475 return op;
445} 476}
463 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 496 * is probably not a good thing.
466 */ 497 */
467#define MAX_SPACES 50 498#define MAX_SPACES 50
468
469 499
470/* 500/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 676 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 677 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 678 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 679 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 680 {
651 remove_ob (op); 681 op->destroy ();
652 free_object (op);
653 continue; 682 continue;
654 } 683 }
655 } 684 }
656 685
657 /* This really needs to be better - we should really give 686 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 697 if (tmp->type == op->type && tmp->name == op->name)
669 break; 698 break;
670 699
671 if (tmp) 700 if (tmp)
672 { 701 {
673 remove_ob (op); 702 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 703 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 704 continue;
677 } 705 }
706
678 if (op->nrof > 1) 707 if (op->nrof > 1)
679 op->nrof = 1; 708 op->nrof = 1;
680 } 709 }
681 710
682 if (op->type == SPELLBOOK && op->inv) 711 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 723 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 724 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 725 }
697 if (op->type == SPELL) 726 if (op->type == SPELL)
698 { 727 {
699 remove_ob (op); 728 op->destroy ();
700 free_object (op);
701 continue; 729 continue;
702 } 730 }
703 else if (op->type == SKILL) 731 else if (op->type == SKILL)
704 { 732 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 733 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 742 /* Need to set up the skill pointers */
715 link_player_skills (pl); 743 link_player_skills (pl);
716} 744}
717 745
718void 746void
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) 747get_party_password (object *op, partylist *party)
803{ 748{
804 if (party == NULL) 749 if (party == NULL)
805 { 750 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 751 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 752 return;
808 } 753 }
754
809 op->contr->write_buf[0] = '\0'; 755 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 756 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 757 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 758 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 759}
814
815 760
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 761/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 762static int
818roll_stat (void) 763roll_stat (void)
819{ 764{
820 int a[4], i, j, k; 765 int a[4], i, j, k;
821 766
822 for (i = 0; i < 4; i++) 767 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 770 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 771 if (a[i] < k)
827 k = a[i], j = i; 772 k = a[i], j = i;
828 773
829 for (i = 0, k = 0; i < 4; i++) 774 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 775 if (i != j)
832 k += a[i]; 776 k += a[i];
833 } 777
834 return k; 778 return k;
835} 779}
836 780
837void 781void
838roll_stats (object *op) 782object::roll_stats ()
839{ 783{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 784 int statsort [7];
843 785
844 do 786 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 } 787 {
855 while (sum < 82 || sum > 116); 788 int sum = 0;
789 for (int i = 7; i--; )
790 sum += statsort [i] = roll_stat ();
856 791
792 if (sum >= 82 && sum <= 116)
793 break;
794 }
795
857 /* Sort the stats so that rerolling is easier... */ 796 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 797 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;
865 798
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]; 799 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 800 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 801 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 802 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 803 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 804 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 805 stats.Cha = statsort[6];
890 806
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; 807 stats.exp = 0;
902 op->stats.ac = 0; 808 stats.ac = 0;
903 809
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; 810 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
912 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
913} 822}
914 823
915void 824void
916Roll_Again (object *op) 825object::swap_stats (int a, int b)
917{ 826{
918 esrv_new_player (op->contr, 0); 827 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 828 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)? "); 829 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 830
923void 831 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838
839 //TODO: the following code looks so borked and should, at the very least,
840 // be merged with the similar code in roll_stats
841 stats.ac = 0;
842
843 level = 1;
844 stats.exp = 0;
845 stats.ac = 0;
846
847 stats.hp = stats.maxhp;
848 stats.sp = stats.maxsp;
849 stats.grace = stats.maxgrace;
850
851 if (contr)
852 {
853 contr->levhp[1] = 9;
854 contr->levsp[1] = 6;
855 contr->levgrace[1] = 3;
856
857 contr->orig_stats = stats;
858 }
859}
860
861static void
862start_info (object *op)
925{ 863{
926 signed char tmp;
927 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
928 865
929 if (op->contr->Swap_First == -1) 866 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); 867 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 868 //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); 869 //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} 870}
1044 871
1045/* This function takes the key that is passed, and does the 872/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 873 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 874 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 875 * separate race and class; this actually changes the RACE,
1049 * not the class. 876 * not the class.
1050 */ 877 */
1051
1052int 878int
1053key_change_class (object *op, char key) 879key_change_class (object *op, char key)
1054{ 880{
1055 int tmp_loop; 881 int tmp_loop;
1056 882
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') 883 if (key == 'd' || key == 'D')
1064 { 884 {
1065 char buf[MAX_BUF]; 885 char buf[MAX_BUF];
1066 886
1067 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (op->contr, op->weight + op->carrying);
889
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 890 treasurelist *tl = find_treasurelist ("starting_wealth");
891 if (tl)
892 create_treasure (tl, op, 0, 0, 0);
1070 893
1071 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, op->contr);
1073 896
1074 op->contr->state = ST_PLAYING; 897 op->contr->ns->state = ST_PLAYING;
1075 898
1076 if (op->msg) 899 if (op->msg)
1077 op->msg = NULL; 900 op->msg = NULL;
1078 901
1079 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1088 start_info (op); 911 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 913 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 914 link_player_skills (op);
1092 esrv_send_inventory (op, op); 915 esrv_send_inventory (op, op);
1093 fix_player (op); 916 op->update_stats ();
1094 917
1095 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1096 * is one for this race 919 * is one for this race
1097 */ 920 */
1098 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1099 { 922 {
1100 object *tmp; 923 object *tmp;
1101 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1102 925
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 927 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1110 * default initial map */ 933 * default initial map */
1111 free_object (tmp); 934 tmp->destroy ();
1112 } 935 }
1113 else 936 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 938
1117 return 0; 939 return 0;
1118 } 940 }
1119 941
1120 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1125 while (!tmp_loop) 947 while (!tmp_loop)
1126 { 948 {
1127 shstr name = op->name; 949 shstr name = op->name;
1128 int x = op->x, y = op->y; 950 int x = op->x, y = op->y;
1129 951
1130 remove_statbonus (op); 952 op->remove_statbonus ();
1131 remove_ob (op); 953 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 954 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 955 op->arch->clone.copy_to (op);
1134 op->instantiate (); 956 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 957 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 958 op->name = op->name_pl = name;
1137 op->x = x; 959 op->x = x;
1138 op->y = y; 960 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 963 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 964 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 965 tmp_loop = allowed_class (op);
1144 } 966 }
1145 967
1146 update_object (op, UP_OBJ_FACE); 968 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 970 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 971 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 972 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 973 op->stats.grace = 0;
1152 974
1153 if (op->msg) 975 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 976 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 977
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 978 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; 979 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
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;
1207} 980}
1208 981
1209void 982void
1210flee_player (object *op) 983flee_player (object *op)
1211{ 984{
1241 { 1014 {
1242 op->enemy = NULL; 1015 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1017 return;
1245 } 1018 }
1019
1246 get_rangevector (op, op->enemy, &rv, 0); 1020 get_rangevector (op, op->enemy, &rv, 0);
1247 1021
1248 dir = absdir (4 + rv.direction); 1022 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1023 for (diff = 0; diff < 3; diff++)
1250 { 1024 {
1251 int m = 1 - (RANDOM () & 2); 1025 int m = 1 - (RANDOM () & 2);
1252 1026
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1027 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1028 return;
1256 }
1257 } 1029 }
1030
1258 /* Cornered, get rid of scared */ 1031 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1032 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1033 op->enemy = NULL;
1261} 1034}
1262 1035
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1121 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)))); 1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1123 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1124 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)))); 1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1127 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 } 1128 }
1129
1384 /* philosophy: 1130 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1131 * 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 1132 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1133 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1134 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1135 * example.
1390 * The drawback: right now it has no frontend, so you need to 1136 * 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 1137 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1138 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1172 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1173 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1174 if (tmp->type == FOOD)
1429 { 1175 {
1430 pick_up (op, tmp); 1176 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1177 continue;
1434 } 1178 }
1179
1435 if (op->contr->mode & PU_DRINK) 1180 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1181 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1182 {
1438 pick_up (op, tmp); 1183 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1184 continue;
1442 } 1185 }
1443 1186
1444 if (op->contr->mode & PU_POTION) 1187 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1188 if (tmp->type == POTION)
1446 { 1189 {
1447 pick_up (op, tmp); 1190 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1191 continue;
1451 } 1192 }
1452 1193
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1194 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1195 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1196 if (tmp->type == SPELLBOOK)
1456 { 1197 {
1457 pick_up (op, tmp); 1198 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1199 continue;
1461 } 1200 }
1201
1462 if (op->contr->mode & PU_SKILLSCROLL) 1202 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1203 if (tmp->type == SKILLSCROLL)
1464 { 1204 {
1465 pick_up (op, tmp); 1205 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1206 continue;
1469 } 1207 }
1208
1470 if (op->contr->mode & PU_READABLES) 1209 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1210 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1211 {
1473 pick_up (op, tmp); 1212 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1213 continue;
1477 } 1214 }
1478 1215
1479 /* wands/staves/rods/horns */ 1216 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1217 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1218 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1219 {
1483 pick_up (op, tmp); 1220 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1221 continue;
1487 } 1222 }
1488 1223
1489 /* pick up all magical items */ 1224 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1225 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1226 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1227 {
1493 pick_up (op, tmp); 1228 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1229 continue;
1497 } 1230 }
1498 1231
1499 if (op->contr->mode & PU_VALUABLES) 1232 if (op->contr->mode & PU_VALUABLES)
1500 { 1233 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1234 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1235 {
1503 pick_up (op, tmp); 1236 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1237 continue;
1507 } 1238 }
1508 } 1239 }
1509 1240
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1241 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1242 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1243 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1244 {
1514 pick_up (op, tmp); 1245 pick_up (op, tmp);
1246 continue;
1515 if (0) 1247 }
1516 fprintf (stderr, "JEWELS\n"); 1248
1249 /* we don't forget dragon food */
1250 if (op->contr->mode & PU_FLESH)
1251 if (tmp->type == FLESH)
1252 {
1253 pick_up (op, tmp);
1517 continue; 1254 continue;
1518 } 1255 }
1519 1256
1520 /* bows and arrows. Bows are good for selling! */ 1257 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1258 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1259 if (tmp->type == BOW)
1523 { 1260 {
1524 pick_up (op, tmp); 1261 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1262 continue;
1528 } 1263 }
1264
1529 if (op->contr->mode & PU_ARROW) 1265 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1266 if (tmp->type == ARROW)
1531 { 1267 {
1532 pick_up (op, tmp); 1268 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1269 continue;
1536 } 1270 }
1537 1271
1538 /* all kinds of armor etc. */ 1272 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1273 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1274 if (tmp->type == ARMOUR)
1541 { 1275 {
1542 pick_up (op, tmp); 1276 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1277 continue;
1546 } 1278 }
1279
1547 if (op->contr->mode & PU_HELMET) 1280 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1281 if (tmp->type == HELMET)
1549 { 1282 {
1550 pick_up (op, tmp); 1283 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1284 continue;
1554 } 1285 }
1286
1555 if (op->contr->mode & PU_SHIELD) 1287 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1288 if (tmp->type == SHIELD)
1557 { 1289 {
1558 pick_up (op, tmp); 1290 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1291 continue;
1562 } 1292 }
1293
1563 if (op->contr->mode & PU_BOOTS) 1294 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1295 if (tmp->type == BOOTS)
1565 { 1296 {
1566 pick_up (op, tmp); 1297 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1298 continue;
1570 } 1299 }
1300
1571 if (op->contr->mode & PU_GLOVES) 1301 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1302 if (tmp->type == GLOVES)
1573 { 1303 {
1574 pick_up (op, tmp); 1304 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1305 continue;
1578 } 1306 }
1307
1579 if (op->contr->mode & PU_CLOAK) 1308 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1309 if (tmp->type == CLOAK)
1581 { 1310 {
1582 pick_up (op, tmp); 1311 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1312 continue;
1586 } 1313 }
1587 1314
1588 /* hoping to catch throwing daggers here */ 1315 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1316 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1317 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1318 {
1592 pick_up (op, tmp); 1319 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1320 continue;
1596 } 1321 }
1597 1322
1598 /* careful: chairs and tables are weapons! */ 1323 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1324 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1327 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1328 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1329 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1330 {
1606 pick_up (op, tmp); 1331 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1332 continue;
1610 } 1333 }
1611 } 1334 }
1335
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1336 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1337 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1338 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1339 {
1616 pick_up (op, tmp); 1340 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1341 continue;
1620 } 1342 }
1621 } 1343 }
1622 } 1344 }
1623 1345
1624 /* misc stuff that's useful */ 1346 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1347 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1348 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1349 {
1628 pick_up (op, tmp); 1350 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1351 continue;
1632 } 1352 }
1633 1353
1634 /* any of the last 4 bits set means we use the ratio for value 1354 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1355 * pickups */
1657 continue; 1377 continue;
1658 } 1378 }
1659 } 1379 }
1660 } /* the new pickup model */ 1380 } /* the new pickup model */
1661 } 1381 }
1382
1662 return !stop; 1383 return !stop;
1663} 1384}
1664 1385
1665/* 1386/*
1666 * Find an arrow in the inventory and after that 1387 * Find an arrow in the inventory and after that
1843 if (!dir) 1564 if (!dir)
1844 { 1565 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1567 return 0;
1847 } 1568 }
1569
1848 if (op->type == PLAYER) 1570 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1571 bow = op->contr->ranges[range_bow];
1850 else 1572 else
1851 { 1573 {
1852 for (bow = op->inv; bow; bow = bow->below) 1574 for (bow = op->inv; bow; bow = bow->below)
1860 { 1582 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1584 return 0;
1863 } 1585 }
1864 } 1586 }
1587
1865 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1866 { 1589 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1591 return 0;
1869 } 1592 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1595
1873 /* penalize ROF for bestarrow */ 1596 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1876 if (bowspeed < 1) 1600 if (bowspeed < 1)
1877 bowspeed = 1; 1601 bowspeed = 1;
1878 1602
1879 if (arrow == NULL) 1603 if (arrow == NULL)
1880 { 1604 {
1886 else 1610 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1611 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1612 return 0;
1889 } 1613 }
1890 } 1614 }
1615
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1617 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1618 return 0;
1895 } 1619
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1620 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1621 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1622 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1623 return 0;
1900 } 1624 }
1901 1625
1902 /* this should not happen, but sometimes does */ 1626 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1627 if (arrow->nrof == 0)
1904 { 1628 {
1905 remove_ob (arrow); 1629 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1630 return 0;
1908 } 1631 }
1909 1632
1910 left = arrow; /* these are arrows left to the player */ 1633 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1634 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1635 if (!arrow)
1913 { 1636 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1637 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1638 return 0;
1916 } 1639 }
1917 set_owner (arrow, op); 1640
1641 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1642 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1643 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1644
1924 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1925 { 1646 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1648 op->update_stats ();
1928 } 1649 }
1929 1650
1930 SET_ANIMATION (arrow, arrow->direction); 1651 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1653 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1654 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1655 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1656 arrow->spellarg = strdup (arrow->slaying);
1936 1657
1937 /* Note that this was different for monsters - they got their level 1658 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1659 * added to the damage. I think the strength bonus is more proper.
1939 */ 1660 */
1940 1661
1942 1663
1943 /* update the speed */ 1664 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1665 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; 1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1667
1947 if (arrow->speed < 1.0) 1668 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1669 arrow->speed_left = 0;
1951 1670
1952 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1953 { 1672 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1683 }
1965 1684
1966 if (arrow->attacktype == AT_PHYSICAL) 1685 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1968 1687
1969 if (bow->slaying != NULL) 1688 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1689 arrow->slaying = bow->slaying;
1971 1690
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1693
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1695 m->insert (arrow, sx, sy, op);
1978 1696
1979 if (!arrow->destroyed ()) 1697 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1698 move_arrow (arrow);
1981 1699
1982 if (op->type == PLAYER) 1700 if (op->type == PLAYER)
2008 } 1726 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1728 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1730 wcmod = -1;
1731
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1733 }
2015 else if (op->contr->bowtype == bow_threewide) 1734 else if (op->contr->bowtype == bow_threewide)
2016 { 1735 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1806
2088 if (item->arch) 1807 if (item->arch)
2089 { 1808 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1810 item->face = item->arch->clone.face;
2092 item->speed = 0; 1811 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1812 }
1813
2095 if ((tmp = is_player_inv (item))) 1814 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1816 }
2098 } 1817 }
2099 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1819 drain_rod_charge (item);
2102 }
2103 } 1820 }
2104} 1821}
2105 1822
2106/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2107 */ 1824 */
2130 case range_misc: 1847 case range_misc:
2131 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
2132 return; 1849 return;
2133 1850
2134 case range_golem: /* Control summoned monsters from scrolls */ 1851 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) 1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1853 {
2137 op->contr->ranges[range_golem] = NULL; 1854 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1855 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1856 }
2141 else 1857 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1858 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1859 return;
2144 1860
2147 { 1863 {
2148 if (op->type == PLAYER) 1864 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return; 1866 return;
2151 } 1867 }
1868
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1869 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1870 return;
2154 case range_builder: 1871 case range_builder:
2155 apply_map_builder (op, dir); 1872 apply_map_builder (op, dir);
2156 return; 1873 return;
2157 default: 1874 default:
2251 * 0 otherwise 1968 * 0 otherwise
2252 */ 1969 */
2253static int 1970static int
2254player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2255{ 1972{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2260 */ 1976 */
2261 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2015 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2016 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2017 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2018 * going to try and move (not fire weapons).
2303 */ 2019 */
2304
2305void 2020void
2306move_player_attack (object *op, int dir) 2021move_player_attack (object *op, int dir)
2307{ 2022{
2308 object *tmp, *mon; 2023 object *tmp, *mon;
2309 sint16 nx, ny; 2024 sint16 nx, ny;
2311 maptile *m; 2026 maptile *m;
2312 2027
2313 nx = freearr_x[dir] + op->x; 2028 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2029 ny = freearr_y[dir] + op->y;
2315 2030
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2317 2032
2318 /* If braced, or can't move to the square, and it is not out of the 2033 /* 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 2034 * 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 2035 * 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 2036 * player. This is a pretty nasty hack, because if we could
2326 */ 2041 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2042 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2043 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2044 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2045 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2046 m = op->map->xy_find (nx, ny);
2332 if (!m) 2047 if (!m)
2333 return; /* Don't think this should happen */ 2048 return; /* Don't think this should happen */
2334 } 2049 }
2335 else 2050 else
2336 m = op->map; 2051 m = op->map;
2337 2052
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2053 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; 2054 return;
2342 }
2343 2055
2344 mon = NULL; 2056 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2060 * on the space
2349 */ 2061 */
2350 while (tmp != NULL) 2062 while (tmp)
2351 { 2063 {
2352 if (tmp == op) 2064 if (tmp == op)
2353 { 2065 {
2354 tmp = tmp->above; 2066 tmp = tmp->above;
2355 continue; 2067 continue;
2365 mon = tmp; 2077 mon = tmp;
2366 2078
2367 tmp = tmp->above; 2079 tmp = tmp->above;
2368 } 2080 }
2369 2081
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2082 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2083 return; /* into a wall */
2372 2084
2373 if (mon->head != NULL) 2085 if (mon->head)
2374 mon = mon->head; 2086 mon = mon->head;
2375 2087
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2088 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2089 if (player_attack_door (op, mon))
2378 return; 2090 return;
2390 * player owns it and it is either friendly or unagressive. 2102 * player owns it and it is either friendly or unagressive.
2391 */ 2103 */
2392 if ((op->type == PLAYER) 2104 if ((op->type == PLAYER)
2393#if COZY_SERVER 2105#if COZY_SERVER
2394 && 2106 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2107 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2108 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2109#else
2398 && get_owner (mon) == op 2110 && mon->owner == op
2399#endif 2111#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2113 {
2402 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2115 if (op->contr->braced)
2404 return; 2116 return;
2117
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2119 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2120 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2121 make_visible (op);
2122
2409 return; 2123 return;
2410 } 2124 }
2411 2125
2412 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2129 * attack them either.
2416 */ 2130 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2131 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2132 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2133#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2134 (op->contr->peaceful
2421 || (mon->type == PLAYER 2135 || (mon->type == PLAYER
2422 && mon->contr-> 2136 && mon->contr->
2423 peaceful)) && 2137 peaceful)) &&
2424#else 2138#else
2425 op->contr->peaceful && 2139 op->contr->peaceful &&
2426#endif 2140#endif
2427 !on_battleground)) 2141 !on_battleground))
2428 { 2142 {
2429 if (!op->contr->braced) 2143 if (!op->contr->braced)
2430 { 2144 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2146 push_ob (mon, dir, op);
2433 } 2147 }
2434 else 2148 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2149 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2150
2438 if (op->contr->tmp_invis || op->hide) 2151 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2152 make_visible (op);
2440 } 2153 }
2441 2154
2442 /* If the object is a boulder or other rollable object, then 2155 /* 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 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2170 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2173 {
2462 2174
2463 /* If the player hasn't hit something this tick, and does 2175 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2183
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2185 }
2474 2186
2475 skill_attack (mon, op, 0, NULL, NULL); 2187 skill_attack (mon, op, 0, 0, 0);
2476 2188
2477 /* If attacking another player, that player gets automatic 2189 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2190 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2191 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2192 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2195 {
2484 short luck = mon->stats.luck; 2196 short luck = mon->stats.luck;
2485 2197
2486 mon->contr->has_hit = 1; 2198 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2199 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2200 mon->stats.luck = luck;
2489 } 2201 }
2202
2490 if (action_makes_visible (op)) 2203 if (action_makes_visible (op))
2491 make_visible (op); 2204 make_visible (op);
2492 } 2205 }
2493 } /* if player should attack something */ 2206 } /* if player should attack something */
2494} 2207}
2496int 2209int
2497move_player (object *op, int dir) 2210move_player (object *op, int dir)
2498{ 2211{
2499 int pick; 2212 int pick;
2500 2213
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2215 return 0;
2503 2216
2504 /* Sanity check: make sure dir is valid */ 2217 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2218 if ((dir < 0) || (dir >= 9))
2506 { 2219 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2220 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2221 return 0;
2509 } 2222 }
2510 2223
2511 /* peterm: added following line */ 2224 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514 2227
2515 op->facing = dir; 2228 op->facing = dir;
2516 2229
2529 2242
2530 /* Add special check for newcs players and fire on - this way, the 2243 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2244 * server can handle repeat firing.
2532 */ 2245 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2246 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2247 op->direction = dir;
2536 }
2537 else 2248 else
2538 {
2539 op->direction = 0; 2249 op->direction = 0;
2540 } 2250
2541 /* Update how the player looks. Use the facing, so direction may 2251 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2252 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2253 * for players.
2544 */ 2254 */
2545 animate_object (op, op->facing); 2255 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2300 /* 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 2301 * 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 2302 * 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. 2303 * put this in a a workaround to clean up the golem pointer.
2594 */ 2304 */
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))) 2305 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2306 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2307
2602 /* call this here - we also will call this in do_ericserver, but 2308 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2309 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2310 * called, so we recheck it here.
2605 */ 2311 */
2606 HandleClient (&op->contr->socket, op->contr); 2312 if (op->contr->ns->handle_command ())
2313 return 1;
2314
2607 if (op->speed_left < 0) 2315 if (op->speed_left > 0)
2608 return 0; 2316 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2317 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2318 {
2612 /* All move commands take 1 tick, at least for now */ 2319 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2320 op->speed_left--;
2614 2321
2615 /* Instead of all the stuff below, let move_player take care 2322 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2323 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2324 * there, as well as the confusion stuff.
2618 */ 2325 */
2619 move_player (op, op->direction); 2326 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2327
2621 return 1; 2328 return op->speed_left > 0;
2622 else 2329 }
2623 return 0;
2624 } 2330 }
2331
2625 return 0; 2332 return 0;
2626} 2333}
2627 2334
2628int 2335int
2629save_life (object *op) 2336save_life (object *op)
2630{ 2337{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2338 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2339 return 0;
2635 2340
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2341 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2343 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2344 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)); 2345 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2346
2641 if (op->contr) 2347 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2348 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2349
2644 free_object (tmp); 2350 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2351 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352
2646 if (op->stats.hp < 0) 2353 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2354 op->stats.hp = op->stats.maxhp;
2355
2648 if (op->stats.food < 0) 2356 if (op->stats.food < 0)
2649 op->stats.food = 999; 2357 op->stats.food = 999;
2650 fix_player (op); 2358
2359 op->update_stats ();
2651 return 1; 2360 return 1;
2652 } 2361 }
2362
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2363 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2365 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2366 return 0;
2657} 2367}
2666{ 2376{
2667 object *next; 2377 object *next;
2668 2378
2669 while (op) 2379 while (op)
2670 { 2380 {
2671 next = op->below; /* Make sure we have a good value, in case 2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2382
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2384 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2385 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2386 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2387
2388 op->insert_at (env);
2682 } 2389 }
2683 else if (op->inv) 2390 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2391 remove_unpaid_objects (op->inv, env);
2392
2685 op = next; 2393 op = next;
2686 } 2394 }
2687} 2395}
2688
2689 2396
2690/* 2397/*
2691 * Returns pointer a static string containing gravestone text 2398 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2399 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2400 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2411 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2413 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2414 else
2708 sprintf (buf, "%s\n", &op->name); 2415 sprintf (buf, "%s\n", &op->name);
2416
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2417 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2418 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2419 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2420 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2421 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2422 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2425 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2718 { 2427 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2428 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2429 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2430 strcat (buf2, buf);
2722 } 2431 }
2432
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2433 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2435 strcat (buf2, buf);
2436
2726 return buf2; 2437 return buf2;
2727} 2438}
2728
2729
2730 2439
2731void 2440void
2732do_some_living (object *op) 2441do_some_living (object *op)
2733{ 2442{
2734 int last_food = op->stats.food; 2443 int last_food = op->stats.food;
2743 const int max_grace = 1; 2452 const int max_grace = 1;
2744 2453
2745 if (op->contr->outputs_sync) 2454 if (op->contr->outputs_sync)
2746 { 2455 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2456 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) 2457 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]); 2458 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2459 }
2751 2460
2752 if (op->contr->state == ST_PLAYING) 2461 if (op->contr->ns->state == ST_PLAYING)
2753 { 2462 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2463 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2464 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2465 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2466 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2467 else
2760 { 2468 {
2761 gen_hp = op->stats.maxhp; 2469 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2470 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2471 }
2472
2764 if (op->contr->gen_sp >= 0) 2473 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2474 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2475 else
2767 { 2476 {
2768 gen_sp = op->stats.maxsp; 2477 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2478 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2479 }
2480
2771 if (op->contr->gen_grace >= 0) 2481 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2483 else
2774 { 2484 {
2775 gen_grace = op->stats.maxgrace; 2485 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2501 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2503 op->stats.food = last_food;
2794 } 2504 }
2795 } 2505 }
2506
2796 if (max_sp > 1) 2507 if (max_sp > 1)
2797 { 2508 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2509 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2510 if (over_sp > 0)
2800 { 2511 {
2801 if (op->stats.sp < op->stats.maxsp) 2512 if (op->stats.sp < op->stats.maxsp)
2802 { 2513 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2517 op->stats.sp--;
2518
2806 if (op->stats.sp > op->stats.maxsp) 2519 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2520 op->stats.sp = op->stats.maxsp;
2808 } 2521 }
2809 op->last_sp = 0; 2522 op->last_sp = 0;
2810 } 2523 }
2811 else 2524 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2526 }
2816 else 2527 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2529 }
2821 2530
2822 /* Regenerate Grace */ 2531 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2532 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2533 if (--op->last_grace < 0)
2825 { 2534 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2535 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2536 op->stats.grace++; /* no penalty in food for regaining grace */
2537
2828 if (max_grace > 1) 2538 if (max_grace > 1)
2829 { 2539 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2540 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2541 if (over_grace > 0)
2832 { 2542 {
2860 op->stats.food += op->contr->digestion; 2570 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2571 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2572 op->stats.food = last_food;
2863 } 2573 }
2864 } 2574 }
2575
2865 if (max_hp > 1) 2576 if (max_hp > 1)
2866 { 2577 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2579 if (over_hp > 0)
2869 { 2580 {
2893 2604
2894 if (op->contr->gen_hp > 0) 2605 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2606 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2607 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609
2898 /* dms do not consume food */ 2610 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2612 op->stats.food--;
2901 } 2613 }
2902 }
2903 2614
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2615 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2616 {
2906 object *tmp, *flesh = NULL; 2617 object *tmp, *flesh = 0;
2907 2618
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2619 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2620 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2621 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2622 {
2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2624 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2626 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2627 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2628 break;
2918 } 2629 }
2919 else if (tmp->type == FLESH) 2630 else if (tmp->type == FLESH)
2920 flesh = tmp; 2631 flesh = tmp;
2921 } /* End if paid for object */ 2632 } /* End if paid for object */
2922 } /* end of for loop */ 2633 } /* end of for loop */
2634
2923 /* If player is still starving, it means they don't have any food, so 2635 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2636 * eat flesh instead.
2925 */ 2637 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2639 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2640 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2641 manual_apply (op, flesh, 0);
2930 } 2642 }
2931 } /* end if player is starving */ 2643 }
2932 2644
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2645 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2646 op->stats.food++, op->stats.hp--;
2935 2647
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2649 kill_player (op);
2650 }
2938} 2651}
2939
2940
2941 2652
2942/* If the player should die (lack of hp, food, etc), we call this. 2653/* 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 2654 * 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 2655 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2656 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2686 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..."); 2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2688
2978 /* restore player */ 2689 /* restore player */
2979 at = archetype::find ("poisoning"); 2690 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2691 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2692 {
2983 remove_ob (tmp); 2693 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2695 }
2987 2696
2988 at = archetype::find ("confusion"); 2697 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2698 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2699 {
2992 remove_ob (tmp); 2700 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2702 }
2996 2703
2997 cure_disease (op, 0); /* remove any disease */ 2704 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2705 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2706 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2707 op->stats.food = 999;
3001 2708
3002 /* create a bodypart-trophy to make the winner happy */ 2709 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2710 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2711 {
3006 sprintf (buf, "%s's finger", &op->name); 2712 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2713 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2714 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2715 " 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); 2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2717 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2718 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2719 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2720 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2721 }
3017 2722
3018 /* teleport defeated player to new destination */ 2723 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2724 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2725 op->contr->braced = 0;
3025 2730
3026 command_kill_pets (op, 0); 2731 command_kill_pets (op, 0);
3027 2732
3028 if (op->stats.food < 0) 2733 if (op->stats.food < 0)
3029 { 2734 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2735 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2736 strcpy (op->contr->killer, "starvation");
3039 } 2737 }
3040 else 2738 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2739 sprintf (buf, "%s died.", &op->name);
3050 } 2740
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2742
3053 /* save the map location for corpse, gravestone */ 2743 /* save the map location for corpse, gravestone */
3054 x = op->x; 2744 x = op->x;
3055 y = op->y; 2745 y = op->y;
3056 map = op->map; 2746 map = op->map;
3057 2747
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2748 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2749 * 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. 2750 * See the config.h file for a little more in depth detail about this.
3064 */ 2751 */
3065 2752
3066 /* Basically two ways to go - remove a stat permanently, or just 2753 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2754 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2755 * of death.
3069 */ 2756 */
3070#ifndef COZY_SERVER 2757#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2758 if (settings.balanced_stat_loss)
3072 { 2759 {
3073 /* If stat loss is permanent, lose one stat only. */ 2760 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2761 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2762 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2763 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2764 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2765 little bit harder. */
3079 /* GD */ 2766 /* GD */
3080 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2768 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2769 else
3086 { 2770 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2771 }
2772 else
3087 num_stats_lose = 1; 2773 num_stats_lose = 1;
3088 } 2774
3089 lost_a_stat = 0; 2775 lost_a_stat = 0;
3090 2776
3091 for (z = 0; z < num_stats_lose; z++) 2777 for (z = 0; z < num_stats_lose; z++)
3092 { 2778 {
3093 i = RANDOM () % NUM_STATS; 2779 i = RANDOM () % NUM_STATS;
3094 2780
3095 if (settings.stat_loss_on_death) 2781 if (settings.stat_loss_on_death)
3096 { 2782 {
3097 /* Pick a random stat and take a point off it. Tell the player 2783 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2784 * what he lost.
3099 */ 2785 */
3100 change_attr_value (&(op->stats), i, -1); 2786 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2787 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2788 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2789 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2790 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2791 lost_a_stat = 1;
2792 }
2793 else
2794 {
2795 /* deplete a stat */
2796 archetype *deparch = archetype::find ("depletion");
2797 object *dep;
2798
2799 dep = present_arch_in_ob (deparch, op);
2800 if (!dep)
2801 {
2802 dep = arch_to_object (deparch);
2803 insert_ob_in_ob (dep, op);
3106 } 2804 }
3107 else 2805 lose_this_stat = 1;
2806 if (settings.balanced_stat_loss)
3108 { 2807 {
3109 /* deplete a stat */ 2808 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2809 /* Get the stat that we're about to deplete. */
3111 object *dep; 2810 this_stat = get_attr_value (&(dep->stats), i);
3112 2811 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2812 {
3116 dep = arch_to_object (deparch); 2813 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2814 int keep_chance = this_stat * this_stat;
3118 } 2815
3119 lose_this_stat = 1; 2816 /* 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) 2817 if (keep_chance < 1)
2818 keep_chance = 1;
2819
2820 /* There is a maximum depletion total per level. */
2821 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2822 {
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; 2823 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2824 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2825 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 } 2826 }
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 */ 2827 else
3161 if (this_stat >= -50)
3162 { 2828 {
3163 change_attr_value (&(dep->stats), i, -1); 2829 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; 2830 lose_this_stat = 0;
2831 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2832 this_stat, keep_chance, loss_chance,
2833 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2834 }
3169 } 2835 }
3170 } 2836 }
2837
2838 if (lose_this_stat)
2839 {
2840 this_stat = get_attr_value (&(dep->stats), i);
2841 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low
2844 * and should be roughly the same, so it shouldn't make a
2845 * difference.
2846 */
2847 if (this_stat >= -50)
2848 {
2849 change_attr_value (&(dep->stats), i, -1);
2850 SET_FLAG (dep, FLAG_APPLIED);
2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852 op->update_stats ();
2853 lost_a_stat = 1;
2854 }
3171 } 2855 }
2856 }
2857 }
3172 /* If no stat lost, tell the player. */ 2858 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2859 if (!lost_a_stat)
3174 { 2860 {
3175 /* determine_god() seems to not work sometimes... why is this? 2861 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2862 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2863 const char *god = determine_god (op);
3178 2864
3179 if (god && (strcmp (god, "none"))) 2865 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); 2866 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2867 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2869 }
2870#else
2871 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2872#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 2873
3187 /* Put a gravestone up where the character 'almost' died. List the 2874 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2875 * exp loss on the stone.
3189 */ 2876 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2877 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2878 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2879 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2880 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2881 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); 2882 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; 2883 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2884 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2885 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2886
3200 /**************************************/ 2887 /**************************************/
3201 /* */ 2888 /* */
3202 /* Subtract the experience points, */ 2889 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2890 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2891 /* food, and reset HP's... */
3205 /* */ 2892 /* */
3206
3207 /**************************************/ 2893 /**************************************/
3208 2894
3209 /* remove any poisoning and confusion the character may be suffering. */ 2895 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2896 /* restore player */
3211 at = archetype::find ("poisoning"); 2897 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2898 tmp = present_arch_in_ob (at, op);
2899
3213 if (tmp) 2900 if (tmp)
3214 { 2901 {
3215 remove_ob (tmp); 2902 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2904 }
3219 2905
3220 at = archetype::find ("confusion"); 2906 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2907 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2908 if (tmp)
3223 { 2909 {
3224 remove_ob (tmp); 2910 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2912 }
2913
3228 cure_disease (op, 0); /* remove any disease */ 2914 cure_disease (op, 0); /* remove any disease */
3229 2915
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2916 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2917 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2918 if (op->stats.food < 100)
3233 op->stats.food = 900; 2919 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2920 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2923
3238 /* 2924 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2925 * 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 2926 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2927 * in the map.
3242 */ 2928 */
3243 2929
3244 if (is_in_shop (op)) 2930 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2931 remove_unpaid_objects (op->inv, op);
3246 2932
3247 /****************************************/ 2933 /****************************************/
3248 /* */ 2934 /* */
3249 /* Move player to his current respawn- */ 2935 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2936 /* position (usually last savebed) */
3251 /* */ 2937 /* */
3252
3253 /****************************************/ 2938 /****************************************/
3254 2939
3255 enter_player_savebed (op); 2940 enter_player_savebed (op);
3256 2941
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2942 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2943
3263 /* it is possible that the player has blown something up 2944 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2945 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2946 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2947 * on the space that might harm the player.
3267 */ 2948 */
3268 will_kill_again = 0; 2949 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2950 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2951 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2952 will_kill_again |= tmp->attacktype;
3273 } 2953
3274 if (will_kill_again) 2954 if (will_kill_again)
3275 { 2955 {
3276 object *force; 2956 object *force;
3277 int at; 2957 int at;
3278 2958
3279 force = get_archetype (FORCE_NAME); 2959 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2960 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2961 force->speed = 0.1;
3282 force->speed_left = -5.0; 2962 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2963 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2964 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2965 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2966 force->resist[at] = 100;
3288 } 2967
3289 insert_ob_in_ob (force, op); 2968 insert_ob_in_ob (force, op);
3290 fix_player (op); 2969 op->update_stats ();
3291 2970
3292 } 2971 }
3293 2972
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2973 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} 2974}
3363
3364 2975
3365void 2976void
3366loot_object (object *op) 2977loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2978{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2979 object *tmp, *tmp2, *next;
3369 2980
3370 if (op->container) 2981 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 2982 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 2983
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2984 for (tmp = op->inv; tmp; tmp = next)
3376 { 2985 {
3377 next = tmp->below; 2986 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2987
2988 if (tmp->invisible)
3379 continue; 2989 continue;
3380 remove_ob (tmp); 2990
2991 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2992 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 2993 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2994 { /* empty container to ground */
3384 loot_object (tmp); 2995 loot_object (tmp);
3385 } 2996 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2997 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 2998 {
3388 if (tmp->nrof > 1) 2999 if (tmp->nrof > 1)
3389 { 3000 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3002 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3003 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3004 }
3394 else 3005 else
3395 free_object (tmp); 3006 tmp->destroy ();
3396 } 3007 }
3397 else 3008 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3009 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3010 }
3400} 3011}
3406 */ 3017 */
3407 3018
3408void 3019void
3409fix_weight (void) 3020fix_weight (void)
3410{ 3021{
3411 player *pl; 3022 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3023 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3025
3417 if (old == sum) 3026 if (old == sum)
3418 continue; 3027 continue;
3419 fix_player (pl->ob); 3028 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3029 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3030 }
3422} 3031}
3423 3032
3424void 3033void
3425fix_luck (void) 3034fix_luck (void)
3426{ 3035{
3427 player *pl; 3036 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3037 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3038 pl->ob->change_luck (0);
3432} 3039}
3433
3434 3040
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3041/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3042 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3043 * just treat this as any other spell casting object.
3438 */ 3044 */
3439
3440void 3045void
3441cast_dust (object *op, object *throw_ob, int dir) 3046cast_dust (object *op, object *throw_ob, int dir)
3442{ 3047{
3443 object *skop, *spob; 3048 object *skop, *spob;
3444 3049
3465 if (op->type == PLAYER) 3070 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3071 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3072
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3073 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3074
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3075 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3076}
3474 3077
3475void 3078void
3476make_visible (object *op) 3079make_visible (object *op)
3477{ 3080{
3491 object *tmp = NULL; 3094 object *tmp = NULL;
3492 3095
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3097 return 1;
3495 3098
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; 3099 return 0;
3502} 3100}
3503 3101
3504/* look at the surrounding terrain to determine 3102/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3103 * the hideability of this object. Positive levels
3561 3159
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3160 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3161
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3162 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3163 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3164 if (!skop || num >= skop->level)
3568 { 3165 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3166 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3167 make_visible (op);
3571 return; 3168 return;
3572 } 3169 }
3573 else 3170 else
3574 num += 20; 3171 num += 20;
3575 } 3172
3576 num += op->map->difficulty; 3173 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3174 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3175 num -= hide;
3176
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3178 {
3581 make_visible (op); 3179 make_visible (op);
3582 if (op->type == PLAYER) 3180 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3181 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3182 }
3585 else if (op->type == PLAYER && skop) 3183 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3184 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3185}
3590 3186
3591/* determine if who is standing near a hostile creature. */ 3187/* determine if who is standing near a hostile creature. */
3592 3188
3593int 3189int
3620 if (mflags & P_OUT_OF_MAP) 3216 if (mflags & P_OUT_OF_MAP)
3621 continue; 3217 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3218 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3219 continue;
3624 3220
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3221 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3222 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3223 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3224 return 1;
3629 else if (tmp->type == PLAYER) 3225 else if (tmp->type == PLAYER)
3630 { 3226 {
3660 if (pl->type != PLAYER) 3256 if (pl->type != PLAYER)
3661 { 3257 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3258 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3259 return -1;
3664 } 3260 }
3261
3665 if (!pl || !op) 3262 if (!pl || !op)
3666 return 0; 3263 return 0;
3667 3264
3668 if (op->head)
3669 {
3670 op = op->head; 3265 op = op->head_ ();
3671 } 3266
3672 get_rangevector (pl, op, &rv, 0x1); 3267 get_rangevector (pl, op, &rv, 0x1);
3673 3268
3674 /* starting with the 'head' part, lets loop 3269 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3270 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3271 * part that is in the los array but isnt on
3684 3279
3685 /* only the viewable area the player sees is updated by LOS 3280 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3281 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3282 * for any meaningful values.
3688 */ 3283 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3285 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3286 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3287 return 1;
3693 op = op->more; 3288 op = op->more;
3694 } 3289 }
3695 return 0; 3290 return 0;
3696} 3291}
3806 if (trlist == NULL || who->type != PLAYER) 3401 if (trlist == NULL || who->type != PLAYER)
3807 return; 3402 return;
3808 3403
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3404 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3405
3811 if (tr == NULL || tr->item == NULL) 3406 if (!tr || !tr->item)
3812 { 3407 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3408 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3409 return;
3815 } 3410 }
3816 3411
3882 { 3477 {
3883 /* forces in the treasurelist can alter the player's stats */ 3478 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3479 object *skin;
3885 3480
3886 /* first get the dragon skin force */ 3481 /* first get the dragon skin force */
3482 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); 3483 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3484 ;
3485
3888 if (skin == NULL) 3486 if (!skin)
3889 return; 3487 return;
3890 3488
3891 /* adding new spellpath attunements */ 3489 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3490 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3491 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines