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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.93 by root, Mon Jan 8 14:11:05 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
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
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;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->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
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
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)
179 return;
180
181 players.insert (this);
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)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal;
359 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */
364 do_los = 1;
365}
366
367void
368player::do_destroy ()
369{
370 disconnect ();
371
372 attachable::do_destroy ();
373
374 if (ob)
375 {
376 ob->destroy_inv (false);
377 ob->destroy ();
378 }
379}
380
381player::~player ()
382{
383 /* Clear item stack */
384 free (stack_items);
385}
386
321/* Tries to add player on the connection passwd in ns. 387/* 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 388 * All we can really get in this is some settings like host and display
323 * mode. 389 * mode.
324 */ 390 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 391player *
392player::create ()
393{
394 player *pl = new player;
330 395
331 p = get_player (NULL); 396 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); 397 set_first_map (pl->ob);
345 398
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; 399 return pl;
354} 400}
355 401
356/* 402/*
357 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
367 { 413 {
368 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
369 at = first_archetype; 415 at = first_archetype;
370 else 416 else
371 at = at->next; 417 at = at->next;
418
372 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
373 return at; 420 return at;
421
374 if (at == start) 422 if (at == start)
375 { 423 {
376 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 425 exit (-1);
378 } 426 }
379 } 427 }
380} 428}
381 429
382
383object * 430object *
384get_nearest_player (object *mon) 431get_nearest_player (object *mon)
385{ 432{
386 object *op = NULL; 433 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 434 objectlink *ol;
389 unsigned lastdist; 435 unsigned lastdist;
390 rv_vector rv; 436 rv_vector rv;
391 437
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 439 {
394 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 447 object *tmp = ol->ob;
402 448
403 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 450 * itself will have been cleared.
405 */ 451 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
407 ol = ol->next; 454 ol = ol->next;
408 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
409 if (!ol) 456 if (!ol)
410 return op; 457 return op;
411 } 458 }
424 { 471 {
425 op = ol->ob; 472 op = ol->ob;
426 lastdist = rv.distance; 473 lastdist = rv.distance;
427 } 474 }
428 } 475 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 476
430 { 477 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
435 { 480 {
436 op = pl->ob; 481 op = pl->ob;
437 lastdist = rv.distance; 482 lastdist = rv.distance;
438 } 483 }
439 } 484
440 }
441#if 0 485#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 487#endif
444 return op; 488 return op;
445} 489}
463 * circling behaviour. Unfortunately, this function is also used to determined 507 * 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 508 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 509 * is probably not a good thing.
466 */ 510 */
467#define MAX_SPACES 50 511#define MAX_SPACES 50
468
469 512
470/* 513/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * 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 515 * 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 516 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 689 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 690 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 691 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 692 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 693 {
651 remove_ob (op); 694 op->destroy ();
652 free_object (op);
653 continue; 695 continue;
654 } 696 }
655 } 697 }
656 698
657 /* This really needs to be better - we should really give 699 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 710 if (tmp->type == op->type && tmp->name == op->name)
669 break; 711 break;
670 712
671 if (tmp) 713 if (tmp)
672 { 714 {
673 remove_ob (op); 715 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 716 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 717 continue;
677 } 718 }
719
678 if (op->nrof > 1) 720 if (op->nrof > 1)
679 op->nrof = 1; 721 op->nrof = 1;
680 } 722 }
681 723
682 if (op->type == SPELLBOOK && op->inv) 724 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 736 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 737 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 738 }
697 if (op->type == SPELL) 739 if (op->type == SPELL)
698 { 740 {
699 remove_ob (op); 741 op->destroy ();
700 free_object (op);
701 continue; 742 continue;
702 } 743 }
703 else if (op->type == SKILL) 744 else if (op->type == SKILL)
704 { 745 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 746 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 755 /* Need to set up the skill pointers */
715 link_player_skills (pl); 756 link_player_skills (pl);
716} 757}
717 758
718void 759void
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) 760get_party_password (object *op, partylist *party)
803{ 761{
804 if (party == NULL) 762 if (party == NULL)
805 { 763 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 764 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 765 return;
808 } 766 }
767
809 op->contr->write_buf[0] = '\0'; 768 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 769 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 770 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 771 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 772}
814
815 773
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 774/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 775static int
818roll_stat (void) 776roll_stat (void)
819{ 777{
820 int a[4], i, j, k; 778 int a[4], i, j, k;
821 779
822 for (i = 0; i < 4; i++) 780 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 783 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 784 if (a[i] < k)
827 k = a[i], j = i; 785 k = a[i], j = i;
828 786
829 for (i = 0, k = 0; i < 4; i++) 787 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 788 if (i != j)
832 k += a[i]; 789 k += a[i];
833 } 790
834 return k; 791 return k;
835} 792}
836 793
837void 794void
838roll_stats (object *op) 795object::roll_stats ()
839{ 796{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 797 int statsort [7];
843 798
844 do 799 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 } 800 {
855 while (sum < 82 || sum > 116); 801 int sum = 0;
802 for (int i = 7; i--; )
803 sum += statsort [i] = roll_stat ();
856 804
805 if (sum >= 82 && sum <= 116)
806 break;
807 }
808
857 /* Sort the stats so that rerolling is easier... */ 809 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 810 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;
865 811
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]; 812 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 813 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 814 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 815 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 816 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 817 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 818 stats.Cha = statsort[6];
890 819
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; 820 stats.exp = 0;
902 op->stats.ac = 0; 821 stats.ac = 0;
903 822
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; 823 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
912 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
913} 835}
914 836
915void 837void
916Roll_Again (object *op) 838object::swap_stats (int a, int b)
917{ 839{
918 esrv_new_player (op->contr, 0); 840 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 841 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)? "); 842 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 843
923void 844 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851
852 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats
854 stats.ac = 0;
855
856 level = 1;
857 stats.exp = 0;
858 stats.ac = 0;
859
860 stats.hp = stats.maxhp;
861 stats.sp = stats.maxsp;
862 stats.grace = stats.maxgrace;
863
864 if (contr)
865 {
866 contr->levhp[1] = 9;
867 contr->levsp[1] = 6;
868 contr->levgrace[1] = 3;
869
870 contr->orig_stats = stats;
871 }
872}
873
874static void
875start_info (object *op)
925{ 876{
926 signed char tmp;
927 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
928 878
929 if (op->contr->Swap_First == -1) 879 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); 880 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 881 //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); 882 //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} 883}
1044 884
1045/* This function takes the key that is passed, and does the 885/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 886 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 887 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 888 * separate race and class; this actually changes the RACE,
1049 * not the class. 889 * not the class.
1050 */ 890 */
1051
1052int 891int
1053key_change_class (object *op, char key) 892key_change_class (object *op, char key)
1054{ 893{
1055 int tmp_loop; 894 int tmp_loop;
1056 895
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') 896 if (key == 'd' || key == 'D')
1064 { 897 {
1065 char buf[MAX_BUF]; 898 char buf[MAX_BUF];
1066 899
1067 /* this must before then initial items are given */ 900 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 901 esrv_new_player (op->contr, op->weight + op->carrying);
902
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 903 treasurelist *tl = find_treasurelist ("starting_wealth");
904 if (tl)
905 create_treasure (tl, op, 0, 0, 0);
1070 906
1071 INVOKE_PLAYER (BIRTH, op->contr); 907 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 908 INVOKE_PLAYER (LOGIN, op->contr);
1073 909
1074 op->contr->state = ST_PLAYING; 910 op->contr->ns->state = ST_PLAYING;
1075 911
1076 if (op->msg) 912 if (op->msg)
1077 op->msg = NULL; 913 op->msg = NULL;
1078 914
1079 /* We create this now because some of the unique maps will need it 915 /* We create this now because some of the unique maps will need it
1088 start_info (op); 924 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 925 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 926 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 927 link_player_skills (op);
1092 esrv_send_inventory (op, op); 928 esrv_send_inventory (op, op);
1093 fix_player (op); 929 op->update_stats ();
1094 930
1095 /* This moves the player to a different start map, if there 931 /* This moves the player to a different start map, if there
1096 * is one for this race 932 * is one for this race
1097 */ 933 */
1098 if (*first_map_ext_path) 934 if (*first_map_ext_path)
1099 { 935 {
1100 object *tmp; 936 object *tmp;
1101 char mapname[MAX_BUF]; 937 char mapname[MAX_BUF];
1102 938
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 940 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 941 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 942 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 943 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 944 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 945 * if the map isn't there, then stay on the
1110 * default initial map */ 946 * default initial map */
1111 free_object (tmp); 947 tmp->destroy ();
1112 } 948 }
1113 else 949 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 950 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 951
1117 return 0; 952 return 0;
1118 } 953 }
1119 954
1120 /* Following actually changes the race - this is the default command 955 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 956 * if we don't match with one of the options above.
1125 while (!tmp_loop) 960 while (!tmp_loop)
1126 { 961 {
1127 shstr name = op->name; 962 shstr name = op->name;
1128 int x = op->x, y = op->y; 963 int x = op->x, y = op->y;
1129 964
1130 remove_statbonus (op); 965 op->remove_statbonus ();
1131 remove_ob (op); 966 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 967 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 968 op->arch->clone.copy_to (op);
1134 op->instantiate (); 969 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 970 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 971 op->name = op->name_pl = name;
1137 op->x = x; 972 op->x = x;
1138 op->y = y; 973 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 974 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 975 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 976 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 977 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 978 tmp_loop = allowed_class (op);
1144 } 979 }
1145 980
1146 update_object (op, UP_OBJ_FACE); 981 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 982 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 983 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 984 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 985 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 986 op->stats.grace = 0;
1152 987
1153 if (op->msg) 988 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 989 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 990
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 991 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; 992 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} 993}
1208 994
1209void 995void
1210flee_player (object *op) 996flee_player (object *op)
1211{ 997{
1241 { 1027 {
1242 op->enemy = NULL; 1028 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1030 return;
1245 } 1031 }
1032
1246 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1247 1034
1248 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1250 { 1037 {
1251 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1252 1039
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1041 return;
1256 }
1257 } 1042 }
1043
1258 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1046 op->enemy = NULL;
1261} 1047}
1262 1048
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 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)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1136 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 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)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 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 } 1141 }
1142
1384 /* philosophy: 1143 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1144 * 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 1145 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1148 * example.
1390 * The drawback: right now it has no frontend, so you need to 1149 * 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 1150 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1185 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1186 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1187 if (tmp->type == FOOD)
1429 { 1188 {
1430 pick_up (op, tmp); 1189 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1190 continue;
1434 } 1191 }
1192
1435 if (op->contr->mode & PU_DRINK) 1193 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1194 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1195 {
1438 pick_up (op, tmp); 1196 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1197 continue;
1442 } 1198 }
1443 1199
1444 if (op->contr->mode & PU_POTION) 1200 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1201 if (tmp->type == POTION)
1446 { 1202 {
1447 pick_up (op, tmp); 1203 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1204 continue;
1451 } 1205 }
1452 1206
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1207 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1208 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1209 if (tmp->type == SPELLBOOK)
1456 { 1210 {
1457 pick_up (op, tmp); 1211 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1212 continue;
1461 } 1213 }
1214
1462 if (op->contr->mode & PU_SKILLSCROLL) 1215 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1216 if (tmp->type == SKILLSCROLL)
1464 { 1217 {
1465 pick_up (op, tmp); 1218 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1219 continue;
1469 } 1220 }
1221
1470 if (op->contr->mode & PU_READABLES) 1222 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1223 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1224 {
1473 pick_up (op, tmp); 1225 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1226 continue;
1477 } 1227 }
1478 1228
1479 /* wands/staves/rods/horns */ 1229 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1230 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1231 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1232 {
1483 pick_up (op, tmp); 1233 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1234 continue;
1487 } 1235 }
1488 1236
1489 /* pick up all magical items */ 1237 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1238 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1239 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1240 {
1493 pick_up (op, tmp); 1241 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1242 continue;
1497 } 1243 }
1498 1244
1499 if (op->contr->mode & PU_VALUABLES) 1245 if (op->contr->mode & PU_VALUABLES)
1500 { 1246 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1247 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1248 {
1503 pick_up (op, tmp); 1249 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1250 continue;
1507 } 1251 }
1508 } 1252 }
1509 1253
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1254 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1255 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1256 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1257 {
1514 pick_up (op, tmp); 1258 pick_up (op, tmp);
1259 continue;
1515 if (0) 1260 }
1516 fprintf (stderr, "JEWELS\n"); 1261
1262 /* we don't forget dragon food */
1263 if (op->contr->mode & PU_FLESH)
1264 if (tmp->type == FLESH)
1265 {
1266 pick_up (op, tmp);
1517 continue; 1267 continue;
1518 } 1268 }
1519 1269
1520 /* bows and arrows. Bows are good for selling! */ 1270 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1271 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1272 if (tmp->type == BOW)
1523 { 1273 {
1524 pick_up (op, tmp); 1274 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1275 continue;
1528 } 1276 }
1277
1529 if (op->contr->mode & PU_ARROW) 1278 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1279 if (tmp->type == ARROW)
1531 { 1280 {
1532 pick_up (op, tmp); 1281 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1282 continue;
1536 } 1283 }
1537 1284
1538 /* all kinds of armor etc. */ 1285 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1286 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1287 if (tmp->type == ARMOUR)
1541 { 1288 {
1542 pick_up (op, tmp); 1289 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1290 continue;
1546 } 1291 }
1292
1547 if (op->contr->mode & PU_HELMET) 1293 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1294 if (tmp->type == HELMET)
1549 { 1295 {
1550 pick_up (op, tmp); 1296 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1297 continue;
1554 } 1298 }
1299
1555 if (op->contr->mode & PU_SHIELD) 1300 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1301 if (tmp->type == SHIELD)
1557 { 1302 {
1558 pick_up (op, tmp); 1303 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1304 continue;
1562 } 1305 }
1306
1563 if (op->contr->mode & PU_BOOTS) 1307 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1308 if (tmp->type == BOOTS)
1565 { 1309 {
1566 pick_up (op, tmp); 1310 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1311 continue;
1570 } 1312 }
1313
1571 if (op->contr->mode & PU_GLOVES) 1314 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1315 if (tmp->type == GLOVES)
1573 { 1316 {
1574 pick_up (op, tmp); 1317 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1318 continue;
1578 } 1319 }
1320
1579 if (op->contr->mode & PU_CLOAK) 1321 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1322 if (tmp->type == CLOAK)
1581 { 1323 {
1582 pick_up (op, tmp); 1324 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1325 continue;
1586 } 1326 }
1587 1327
1588 /* hoping to catch throwing daggers here */ 1328 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1329 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1330 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1331 {
1592 pick_up (op, tmp); 1332 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1333 continue;
1596 } 1334 }
1597 1335
1598 /* careful: chairs and tables are weapons! */ 1336 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1337 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1340 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1343 {
1606 pick_up (op, tmp); 1344 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1345 continue;
1610 } 1346 }
1611 } 1347 }
1348
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1349 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1350 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1352 {
1616 pick_up (op, tmp); 1353 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1354 continue;
1620 } 1355 }
1621 } 1356 }
1622 } 1357 }
1623 1358
1624 /* misc stuff that's useful */ 1359 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1360 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1361 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1362 {
1628 pick_up (op, tmp); 1363 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1364 continue;
1632 } 1365 }
1633 1366
1634 /* any of the last 4 bits set means we use the ratio for value 1367 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1368 * pickups */
1657 continue; 1390 continue;
1658 } 1391 }
1659 } 1392 }
1660 } /* the new pickup model */ 1393 } /* the new pickup model */
1661 } 1394 }
1395
1662 return !stop; 1396 return !stop;
1663} 1397}
1664 1398
1665/* 1399/*
1666 * Find an arrow in the inventory and after that 1400 * Find an arrow in the inventory and after that
1843 if (!dir) 1577 if (!dir)
1844 { 1578 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1580 return 0;
1847 } 1581 }
1582
1848 if (op->type == PLAYER) 1583 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1584 bow = op->contr->ranges[range_bow];
1850 else 1585 else
1851 { 1586 {
1852 for (bow = op->inv; bow; bow = bow->below) 1587 for (bow = op->inv; bow; bow = bow->below)
1860 { 1595 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1597 return 0;
1863 } 1598 }
1864 } 1599 }
1600
1865 if (!bow->race || !bow->skill) 1601 if (!bow->race || !bow->skill)
1866 { 1602 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1604 return 0;
1869 } 1605 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1608
1873 /* penalize ROF for bestarrow */ 1609 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1876 if (bowspeed < 1) 1613 if (bowspeed < 1)
1877 bowspeed = 1; 1614 bowspeed = 1;
1878 1615
1879 if (arrow == NULL) 1616 if (arrow == NULL)
1880 { 1617 {
1886 else 1623 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1625 return 0;
1889 } 1626 }
1890 } 1627 }
1628
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1630 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1631 return 0;
1895 } 1632
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1634 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1636 return 0;
1900 } 1637 }
1901 1638
1902 /* this should not happen, but sometimes does */ 1639 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1640 if (arrow->nrof == 0)
1904 { 1641 {
1905 remove_ob (arrow); 1642 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1643 return 0;
1908 } 1644 }
1909 1645
1910 left = arrow; /* these are arrows left to the player */ 1646 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1647 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1648 if (!arrow)
1913 { 1649 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1651 return 0;
1916 } 1652 }
1917 set_owner (arrow, op); 1653
1654 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1656 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1657
1924 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1925 { 1659 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1661 op->update_stats ();
1928 } 1662 }
1929 1663
1930 SET_ANIMATION (arrow, arrow->direction); 1664 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1666 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1667 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1668 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1669 arrow->spellarg = strdup (arrow->slaying);
1936 1670
1937 /* Note that this was different for monsters - they got their level 1671 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1672 * added to the damage. I think the strength bonus is more proper.
1939 */ 1673 */
1940 1674
1942 1676
1943 /* update the speed */ 1677 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1678 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; 1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1680
1947 if (arrow->speed < 1.0) 1681 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1682 arrow->speed_left = 0;
1951 1683
1952 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1953 { 1685 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1696 }
1965 1697
1966 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1968 1700
1969 if (bow->slaying != NULL) 1701 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1971 1703
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1704 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1706
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1708 m->insert (arrow, sx, sy, op);
1978 1709
1979 if (!arrow->destroyed ()) 1710 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1711 move_arrow (arrow);
1981 1712
1982 if (op->type == PLAYER) 1713 if (op->type == PLAYER)
2008 } 1739 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1741 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1743 wcmod = -1;
1744
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1746 }
2015 else if (op->contr->bowtype == bow_threewide) 1747 else if (op->contr->bowtype == bow_threewide)
2016 { 1748 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1819
2088 if (item->arch) 1820 if (item->arch)
2089 { 1821 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2092 item->speed = 0; 1824 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1825 }
1826
2095 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1829 }
2098 } 1830 }
2099 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1832 drain_rod_charge (item);
2102 }
2103 } 1833 }
2104} 1834}
2105 1835
2106/* Received a fire command for the player - go and do it. 1836/* Received a fire command for the player - go and do it.
2107 */ 1837 */
2130 case range_misc: 1860 case range_misc:
2131 fire_misc_object (op, dir); 1861 fire_misc_object (op, dir);
2132 return; 1862 return;
2133 1863
2134 case range_golem: /* Control summoned monsters from scrolls */ 1864 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) 1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1866 {
2137 op->contr->ranges[range_golem] = NULL; 1867 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1868 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1869 }
2141 else 1870 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1871 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1872 return;
2144 1873
2147 { 1876 {
2148 if (op->type == PLAYER) 1877 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return; 1879 return;
2151 } 1880 }
1881
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1882 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1883 return;
2154 case range_builder: 1884 case range_builder:
2155 apply_map_builder (op, dir); 1885 apply_map_builder (op, dir);
2156 return; 1886 return;
2157 default: 1887 default:
2251 * 0 otherwise 1981 * 0 otherwise
2252 */ 1982 */
2253static int 1983static int
2254player_attack_door (object *op, object *door) 1984player_attack_door (object *op, object *door)
2255{ 1985{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1986 /* 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 - 1987 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1988 * otherwise, we fall through to the rest of the code.
2260 */ 1989 */
2261 object *key = find_key (op, op, door); 1990 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2028 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2029 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2030 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2031 * going to try and move (not fire weapons).
2303 */ 2032 */
2304
2305void 2033void
2306move_player_attack (object *op, int dir) 2034move_player_attack (object *op, int dir)
2307{ 2035{
2308 object *tmp, *mon; 2036 object *tmp, *mon;
2309 sint16 nx, ny; 2037 sint16 nx, ny;
2311 maptile *m; 2039 maptile *m;
2312 2040
2313 nx = freearr_x[dir] + op->x; 2041 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2042 ny = freearr_y[dir] + op->y;
2315 2043
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2317 2045
2318 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * player. This is a pretty nasty hack, because if we could
2326 */ 2054 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2056 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2058 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2332 if (!m) 2060 if (!m)
2333 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2334 } 2062 }
2335 else 2063 else
2336 m = op->map; 2064 m = op->map;
2337 2065
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 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; 2067 return;
2342 }
2343 2068
2344 mon = NULL; 2069 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* 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. 2071 * 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 2072 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2073 * on the space
2349 */ 2074 */
2350 while (tmp != NULL) 2075 while (tmp)
2351 { 2076 {
2352 if (tmp == op) 2077 if (tmp == op)
2353 { 2078 {
2354 tmp = tmp->above; 2079 tmp = tmp->above;
2355 continue; 2080 continue;
2365 mon = tmp; 2090 mon = tmp;
2366 2091
2367 tmp = tmp->above; 2092 tmp = tmp->above;
2368 } 2093 }
2369 2094
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2096 return; /* into a wall */
2372 2097
2373 if (mon->head != NULL) 2098 if (mon->head)
2374 mon = mon->head; 2099 mon = mon->head;
2375 2100
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2378 return; 2103 return;
2390 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2391 */ 2116 */
2392 if ((op->type == PLAYER) 2117 if ((op->type == PLAYER)
2393#if COZY_SERVER 2118#if COZY_SERVER
2394 && 2119 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2120 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2122#else
2398 && get_owner (mon) == op 2123 && mon->owner == op
2399#endif 2124#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2126 {
2402 /* If we're braced, we don't want to switch places with it */ 2127 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2128 if (op->contr->braced)
2404 return; 2129 return;
2130
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2132 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2133 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2134 make_visible (op);
2135
2409 return; 2136 return;
2410 } 2137 }
2411 2138
2412 /* in certain circumstances, you shouldn't attack friendly 2139 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2140 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2142 * attack them either.
2416 */ 2143 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2144 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2145 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2146#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2147 (op->contr->peaceful
2421 || (mon->type == PLAYER 2148 || (mon->type == PLAYER
2422 && mon->contr-> 2149 && mon->contr->
2423 peaceful)) && 2150 peaceful)) &&
2424#else 2151#else
2425 op->contr->peaceful && 2152 op->contr->peaceful &&
2426#endif 2153#endif
2427 !on_battleground)) 2154 !on_battleground))
2428 { 2155 {
2429 if (!op->contr->braced) 2156 if (!op->contr->braced)
2430 { 2157 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2159 push_ob (mon, dir, op);
2433 } 2160 }
2434 else 2161 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2162 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2163
2438 if (op->contr->tmp_invis || op->hide) 2164 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2165 make_visible (op);
2440 } 2166 }
2441 2167
2442 /* If the object is a boulder or other rollable object, then 2168 /* 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 2179 * 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: 2180 * 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 2181 * 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. 2182 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2183 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2184 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))) 2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2186 {
2462 2187
2463 /* If the player hasn't hit something this tick, and does 2188 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2195 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2196
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2198 }
2474 2199
2475 skill_attack (mon, op, 0, NULL, NULL); 2200 skill_attack (mon, op, 0, 0, 0);
2476 2201
2477 /* If attacking another player, that player gets automatic 2202 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2203 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2204 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2205 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2208 {
2484 short luck = mon->stats.luck; 2209 short luck = mon->stats.luck;
2485 2210
2486 mon->contr->has_hit = 1; 2211 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2212 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2213 mon->stats.luck = luck;
2489 } 2214 }
2215
2490 if (action_makes_visible (op)) 2216 if (action_makes_visible (op))
2491 make_visible (op); 2217 make_visible (op);
2492 } 2218 }
2493 } /* if player should attack something */ 2219 } /* if player should attack something */
2494} 2220}
2496int 2222int
2497move_player (object *op, int dir) 2223move_player (object *op, int dir)
2498{ 2224{
2499 int pick; 2225 int pick;
2500 2226
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2228 return 0;
2503 2229
2504 /* Sanity check: make sure dir is valid */ 2230 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2231 if ((dir < 0) || (dir >= 9))
2506 { 2232 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2233 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2234 return 0;
2509 } 2235 }
2510 2236
2511 /* peterm: added following line */ 2237 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514 2240
2515 op->facing = dir; 2241 op->facing = dir;
2516 2242
2529 2255
2530 /* Add special check for newcs players and fire on - this way, the 2256 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2257 * server can handle repeat firing.
2532 */ 2258 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2259 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2260 op->direction = dir;
2536 }
2537 else 2261 else
2538 {
2539 op->direction = 0; 2262 op->direction = 0;
2540 } 2263
2541 /* Update how the player looks. Use the facing, so direction may 2264 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2265 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2266 * for players.
2544 */ 2267 */
2545 animate_object (op, op->facing); 2268 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2313 /* 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 2314 * 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 2315 * 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. 2316 * put this in a a workaround to clean up the golem pointer.
2594 */ 2317 */
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))) 2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2319 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2320
2602 /* call this here - we also will call this in do_ericserver, but 2321 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2322 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2323 * called, so we recheck it here.
2605 */ 2324 */
2606 HandleClient (&op->contr->socket, op->contr); 2325 if (op->contr->ns->handle_command ())
2326 return 1;
2327
2607 if (op->speed_left < 0) 2328 if (op->speed_left > 0)
2608 return 0; 2329 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2330 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2331 {
2612 /* All move commands take 1 tick, at least for now */ 2332 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2333 op->speed_left--;
2614 2334
2615 /* Instead of all the stuff below, let move_player take care 2335 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2336 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2337 * there, as well as the confusion stuff.
2618 */ 2338 */
2619 move_player (op, op->direction); 2339 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2340
2621 return 1; 2341 return op->speed_left > 0;
2622 else 2342 }
2623 return 0;
2624 } 2343 }
2344
2625 return 0; 2345 return 0;
2626} 2346}
2627 2347
2628int 2348int
2629save_life (object *op) 2349save_life (object *op)
2630{ 2350{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2351 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2352 return 0;
2635 2353
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2354 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2355 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2356 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2357 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)); 2358 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2359
2641 if (op->contr) 2360 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2361 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2362
2644 free_object (tmp); 2363 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2365
2646 if (op->stats.hp < 0) 2366 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2367 op->stats.hp = op->stats.maxhp;
2368
2648 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2649 op->stats.food = 999; 2370 op->stats.food = 999;
2650 fix_player (op); 2371
2372 op->update_stats ();
2651 return 1; 2373 return 1;
2652 } 2374 }
2375
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2377 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2378 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2379 return 0;
2657} 2380}
2666{ 2389{
2667 object *next; 2390 object *next;
2668 2391
2669 while (op) 2392 while (op)
2670 { 2393 {
2671 next = op->below; /* Make sure we have a good value, in case 2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2395
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2397 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2398 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2399 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2400
2401 op->insert_at (env);
2682 } 2402 }
2683 else if (op->inv) 2403 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2404 remove_unpaid_objects (op->inv, env);
2405
2685 op = next; 2406 op = next;
2686 } 2407 }
2687} 2408}
2688
2689 2409
2690/* 2410/*
2691 * Returns pointer a static string containing gravestone text 2411 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2412 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2413 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2424 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2426 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2427 else
2708 sprintf (buf, "%s\n", &op->name); 2428 sprintf (buf, "%s\n", &op->name);
2429
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2431 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2432 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2433 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2434 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2435 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2436
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2437 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2438 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2439 if (op->type == PLAYER)
2718 { 2440 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2441 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2442 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2443 strcat (buf2, buf);
2722 } 2444 }
2445
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2446 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2448 strcat (buf2, buf);
2449
2726 return buf2; 2450 return buf2;
2727} 2451}
2728
2729
2730 2452
2731void 2453void
2732do_some_living (object *op) 2454do_some_living (object *op)
2733{ 2455{
2734 int last_food = op->stats.food; 2456 int last_food = op->stats.food;
2743 const int max_grace = 1; 2465 const int max_grace = 1;
2744 2466
2745 if (op->contr->outputs_sync) 2467 if (op->contr->outputs_sync)
2746 { 2468 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2469 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) 2470 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]); 2471 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2472 }
2751 2473
2752 if (op->contr->state == ST_PLAYING) 2474 if (op->contr->ns->state == ST_PLAYING)
2753 { 2475 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2476 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2477 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2478 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2479 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2480 else
2760 { 2481 {
2761 gen_hp = op->stats.maxhp; 2482 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2483 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2484 }
2485
2764 if (op->contr->gen_sp >= 0) 2486 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2487 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2488 else
2767 { 2489 {
2768 gen_sp = op->stats.maxsp; 2490 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2491 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2492 }
2493
2771 if (op->contr->gen_grace >= 0) 2494 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2495 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2496 else
2774 { 2497 {
2775 gen_grace = op->stats.maxgrace; 2498 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2514 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2516 op->stats.food = last_food;
2794 } 2517 }
2795 } 2518 }
2519
2796 if (max_sp > 1) 2520 if (max_sp > 1)
2797 { 2521 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2522 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2523 if (over_sp > 0)
2800 { 2524 {
2801 if (op->stats.sp < op->stats.maxsp) 2525 if (op->stats.sp < op->stats.maxsp)
2802 { 2526 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2530 op->stats.sp--;
2531
2806 if (op->stats.sp > op->stats.maxsp) 2532 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2533 op->stats.sp = op->stats.maxsp;
2808 } 2534 }
2809 op->last_sp = 0; 2535 op->last_sp = 0;
2810 } 2536 }
2811 else 2537 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2539 }
2816 else 2540 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2542 }
2821 2543
2822 /* Regenerate Grace */ 2544 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2546 if (--op->last_grace < 0)
2825 { 2547 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2548 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2828 if (max_grace > 1) 2551 if (max_grace > 1)
2829 { 2552 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2554 if (over_grace > 0)
2832 { 2555 {
2860 op->stats.food += op->contr->digestion; 2583 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2585 op->stats.food = last_food;
2863 } 2586 }
2864 } 2587 }
2588
2865 if (max_hp > 1) 2589 if (max_hp > 1)
2866 { 2590 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2592 if (over_hp > 0)
2869 { 2593 {
2893 2617
2894 if (op->contr->gen_hp > 0) 2618 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2620 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622
2898 /* dms do not consume food */ 2623 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2624 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2625 op->stats.food--;
2901 } 2626 }
2902 }
2903 2627
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2628 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2629 {
2906 object *tmp, *flesh = NULL; 2630 object *tmp, *flesh = 0;
2907 2631
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2632 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2633 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2634 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2635 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2637 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2639 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2640 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2641 break;
2918 } 2642 }
2919 else if (tmp->type == FLESH) 2643 else if (tmp->type == FLESH)
2920 flesh = tmp; 2644 flesh = tmp;
2921 } /* End if paid for object */ 2645 } /* End if paid for object */
2922 } /* end of for loop */ 2646 } /* end of for loop */
2647
2923 /* If player is still starving, it means they don't have any food, so 2648 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2649 * eat flesh instead.
2925 */ 2650 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2652 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2654 manual_apply (op, flesh, 0);
2930 } 2655 }
2931 } /* end if player is starving */ 2656 }
2932 2657
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2658 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2659 op->stats.food++, op->stats.hp--;
2935 2660
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2662 kill_player (op);
2663 }
2938} 2664}
2939
2940
2941 2665
2942/* If the player should die (lack of hp, food, etc), we call this. 2666/* 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 2667 * 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 2668 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2669 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2699 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..."); 2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2701
2978 /* restore player */ 2702 /* restore player */
2979 at = archetype::find ("poisoning"); 2703 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2704 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2705 {
2983 remove_ob (tmp); 2706 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2708 }
2987 2709
2988 at = archetype::find ("confusion"); 2710 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2711 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2712 {
2992 remove_ob (tmp); 2713 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2715 }
2996 2716
2997 cure_disease (op, 0); /* remove any disease */ 2717 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2718 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2719 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2720 op->stats.food = 999;
3001 2721
3002 /* create a bodypart-trophy to make the winner happy */ 2722 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2723 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2724 {
3006 sprintf (buf, "%s's finger", &op->name); 2725 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2726 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2727 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2728 " 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); 2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2730 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2731 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2732 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2733 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2734 }
3017 2735
3018 /* teleport defeated player to new destination */ 2736 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2737 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2738 op->contr->braced = 0;
3025 2743
3026 command_kill_pets (op, 0); 2744 command_kill_pets (op, 0);
3027 2745
3028 if (op->stats.food < 0) 2746 if (op->stats.food < 0)
3029 { 2747 {
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); 2748 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2749 strcpy (op->contr->killer, "starvation");
3039 } 2750 }
3040 else 2751 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); 2752 sprintf (buf, "%s died.", &op->name);
3050 } 2753
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2755
3053 /* save the map location for corpse, gravestone */ 2756 /* save the map location for corpse, gravestone */
3054 x = op->x; 2757 x = op->x;
3055 y = op->y; 2758 y = op->y;
3056 map = op->map; 2759 map = op->map;
3057 2760
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2761 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2762 * 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. 2763 * See the config.h file for a little more in depth detail about this.
3064 */ 2764 */
3065 2765
3066 /* Basically two ways to go - remove a stat permanently, or just 2766 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2767 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2768 * of death.
3069 */ 2769 */
3070#ifndef COZY_SERVER 2770#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2771 if (settings.balanced_stat_loss)
3072 { 2772 {
3073 /* If stat loss is permanent, lose one stat only. */ 2773 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2774 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2775 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2776 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2777 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2778 little bit harder. */
3079 /* GD */ 2779 /* GD */
3080 if (settings.stat_loss_on_death) 2780 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2781 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2782 else
3086 { 2783 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2784 }
2785 else
3087 num_stats_lose = 1; 2786 num_stats_lose = 1;
3088 } 2787
3089 lost_a_stat = 0; 2788 lost_a_stat = 0;
3090 2789
3091 for (z = 0; z < num_stats_lose; z++) 2790 for (z = 0; z < num_stats_lose; z++)
3092 { 2791 {
3093 i = RANDOM () % NUM_STATS; 2792 i = RANDOM () % NUM_STATS;
3094 2793
3095 if (settings.stat_loss_on_death) 2794 if (settings.stat_loss_on_death)
3096 { 2795 {
3097 /* Pick a random stat and take a point off it. Tell the player 2796 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2797 * what he lost.
3099 */ 2798 */
3100 change_attr_value (&(op->stats), i, -1); 2799 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2800 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2801 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2802 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2804 lost_a_stat = 1;
2805 }
2806 else
2807 {
2808 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion");
2810 object *dep;
2811
2812 dep = present_arch_in_ob (deparch, op);
2813 if (!dep)
2814 {
2815 dep = arch_to_object (deparch);
2816 insert_ob_in_ob (dep, op);
3106 } 2817 }
3107 else 2818 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss)
3108 { 2820 {
3109 /* deplete a stat */ 2821 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2822 /* Get the stat that we're about to deplete. */
3111 object *dep; 2823 this_stat = get_attr_value (&(dep->stats), i);
3112 2824 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2825 {
3116 dep = arch_to_object (deparch); 2826 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2827 int keep_chance = this_stat * this_stat;
3118 } 2828
3119 lose_this_stat = 1; 2829 /* 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) 2830 if (keep_chance < 1)
2831 keep_chance = 1;
2832
2833 /* There is a maximum depletion total per level. */
2834 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2835 {
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; 2836 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2837 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2838 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 } 2839 }
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 */ 2840 else
3161 if (this_stat >= -50)
3162 { 2841 {
3163 change_attr_value (&(dep->stats), i, -1); 2842 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; 2843 lose_this_stat = 0;
2844 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2845 this_stat, keep_chance, loss_chance,
2846 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2847 }
3169 } 2848 }
3170 } 2849 }
2850
2851 if (lose_this_stat)
2852 {
2853 this_stat = get_attr_value (&(dep->stats), i);
2854 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low
2857 * and should be roughly the same, so it shouldn't make a
2858 * difference.
2859 */
2860 if (this_stat >= -50)
2861 {
2862 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats ();
2866 lost_a_stat = 1;
2867 }
3171 } 2868 }
2869 }
2870 }
3172 /* If no stat lost, tell the player. */ 2871 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2872 if (!lost_a_stat)
3174 { 2873 {
3175 /* determine_god() seems to not work sometimes... why is this? 2874 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2875 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2876 const char *god = determine_god (op);
3178 2877
3179 if (god && (strcmp (god, "none"))) 2878 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); 2879 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2880 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2881 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2882 }
2883#else
2884 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2885#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 2886
3187 /* Put a gravestone up where the character 'almost' died. List the 2887 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2888 * exp loss on the stone.
3189 */ 2889 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2890 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2891 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2892 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2893 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2894 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); 2895 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; 2896 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2897 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2898 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2899
3200 /**************************************/ 2900 /**************************************/
3201 /* */ 2901 /* */
3202 /* Subtract the experience points, */ 2902 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2903 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2904 /* food, and reset HP's... */
3205 /* */ 2905 /* */
3206
3207 /**************************************/ 2906 /**************************************/
3208 2907
3209 /* remove any poisoning and confusion the character may be suffering. */ 2908 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2909 /* restore player */
3211 at = archetype::find ("poisoning"); 2910 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2911 tmp = present_arch_in_ob (at, op);
2912
3213 if (tmp) 2913 if (tmp)
3214 { 2914 {
3215 remove_ob (tmp); 2915 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2917 }
3219 2918
3220 at = archetype::find ("confusion"); 2919 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2920 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2921 if (tmp)
3223 { 2922 {
3224 remove_ob (tmp); 2923 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2925 }
2926
3228 cure_disease (op, 0); /* remove any disease */ 2927 cure_disease (op, 0); /* remove any disease */
3229 2928
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2929 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2930 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2931 if (op->stats.food < 100)
3233 op->stats.food = 900; 2932 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2933 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2936
3238 /* 2937 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2938 * 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 2939 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2940 * in the map.
3242 */ 2941 */
3243 2942
3244 if (is_in_shop (op)) 2943 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2944 remove_unpaid_objects (op->inv, op);
3246 2945
3247 /****************************************/ 2946 /****************************************/
3248 /* */ 2947 /* */
3249 /* Move player to his current respawn- */ 2948 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2949 /* position (usually last savebed) */
3251 /* */ 2950 /* */
3252
3253 /****************************************/ 2951 /****************************************/
3254 2952
3255 enter_player_savebed (op); 2953 enter_player_savebed (op);
3256 2954
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2955 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2956
3263 /* it is possible that the player has blown something up 2957 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2958 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2959 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2960 * on the space that might harm the player.
3267 */ 2961 */
3268 will_kill_again = 0; 2962 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2963 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2964 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2965 will_kill_again |= tmp->attacktype;
3273 } 2966
3274 if (will_kill_again) 2967 if (will_kill_again)
3275 { 2968 {
3276 object *force; 2969 object *force;
3277 int at; 2970 int at;
3278 2971
3279 force = get_archetype (FORCE_NAME); 2972 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2973 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2974 force->speed = 0.1;
3282 force->speed_left = -5.0; 2975 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2976 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2977 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2978 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2979 force->resist[at] = 100;
3288 } 2980
3289 insert_ob_in_ob (force, op); 2981 insert_ob_in_ob (force, op);
3290 fix_player (op); 2982 op->update_stats ();
3291 2983
3292 } 2984 }
3293 2985
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2986 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} 2987}
3363
3364 2988
3365void 2989void
3366loot_object (object *op) 2990loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2991{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2992 object *tmp, *tmp2, *next;
3369 2993
3370 if (op->container) 2994 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 2995 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 2996
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2997 for (tmp = op->inv; tmp; tmp = next)
3376 { 2998 {
3377 next = tmp->below; 2999 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 3000
3001 if (tmp->invisible)
3379 continue; 3002 continue;
3380 remove_ob (tmp); 3003
3004 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 3005 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 3006 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 3007 { /* empty container to ground */
3384 loot_object (tmp); 3008 loot_object (tmp);
3385 } 3009 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3387 { 3011 {
3388 if (tmp->nrof > 1) 3012 if (tmp->nrof > 1)
3389 { 3013 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 3015 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3016 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3017 }
3394 else 3018 else
3395 free_object (tmp); 3019 tmp->destroy ();
3396 } 3020 }
3397 else 3021 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3022 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3023 }
3400} 3024}
3406 */ 3030 */
3407 3031
3408void 3032void
3409fix_weight (void) 3033fix_weight (void)
3410{ 3034{
3411 player *pl; 3035 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3036 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3038
3417 if (old == sum) 3039 if (old == sum)
3418 continue; 3040 continue;
3419 fix_player (pl->ob); 3041 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3042 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3043 }
3422} 3044}
3423 3045
3424void 3046void
3425fix_luck (void) 3047fix_luck (void)
3426{ 3048{
3427 player *pl; 3049 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3050 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3051 pl->ob->change_luck (0);
3432} 3052}
3433
3434 3053
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3054/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3055 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3056 * just treat this as any other spell casting object.
3438 */ 3057 */
3439
3440void 3058void
3441cast_dust (object *op, object *throw_ob, int dir) 3059cast_dust (object *op, object *throw_ob, int dir)
3442{ 3060{
3443 object *skop, *spob; 3061 object *skop, *spob;
3444 3062
3465 if (op->type == PLAYER) 3083 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3084 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3085
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3086 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3087
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3088 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3089}
3474 3090
3475void 3091void
3476make_visible (object *op) 3092make_visible (object *op)
3477{ 3093{
3491 object *tmp = NULL; 3107 object *tmp = NULL;
3492 3108
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3110 return 1;
3495 3111
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; 3112 return 0;
3502} 3113}
3503 3114
3504/* look at the surrounding terrain to determine 3115/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3116 * the hideability of this object. Positive levels
3561 3172
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3173 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3174
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3175 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3176 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3177 if (!skop || num >= skop->level)
3568 { 3178 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3180 make_visible (op);
3571 return; 3181 return;
3572 } 3182 }
3573 else 3183 else
3574 num += 20; 3184 num += 20;
3575 } 3185
3576 num += op->map->difficulty; 3186 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3187 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3188 num -= hide;
3189
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3191 {
3581 make_visible (op); 3192 make_visible (op);
3582 if (op->type == PLAYER) 3193 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3194 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3195 }
3585 else if (op->type == PLAYER && skop) 3196 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3197 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3198}
3590 3199
3591/* determine if who is standing near a hostile creature. */ 3200/* determine if who is standing near a hostile creature. */
3592 3201
3593int 3202int
3620 if (mflags & P_OUT_OF_MAP) 3229 if (mflags & P_OUT_OF_MAP)
3621 continue; 3230 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3231 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3232 continue;
3624 3233
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3234 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3235 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3236 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3237 return 1;
3629 else if (tmp->type == PLAYER) 3238 else if (tmp->type == PLAYER)
3630 { 3239 {
3660 if (pl->type != PLAYER) 3269 if (pl->type != PLAYER)
3661 { 3270 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3271 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3272 return -1;
3664 } 3273 }
3274
3665 if (!pl || !op) 3275 if (!pl || !op)
3666 return 0; 3276 return 0;
3667 3277
3668 if (op->head)
3669 {
3670 op = op->head; 3278 op = op->head_ ();
3671 } 3279
3672 get_rangevector (pl, op, &rv, 0x1); 3280 get_rangevector (pl, op, &rv, 0x1);
3673 3281
3674 /* starting with the 'head' part, lets loop 3282 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3283 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3284 * part that is in the los array but isnt on
3684 3292
3685 /* only the viewable area the player sees is updated by LOS 3293 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3294 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3295 * for any meaningful values.
3688 */ 3296 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3298 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3300 return 1;
3693 op = op->more; 3301 op = op->more;
3694 } 3302 }
3695 return 0; 3303 return 0;
3696} 3304}
3806 if (trlist == NULL || who->type != PLAYER) 3414 if (trlist == NULL || who->type != PLAYER)
3807 return; 3415 return;
3808 3416
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3418
3811 if (tr == NULL || tr->item == NULL) 3419 if (!tr || !tr->item)
3812 { 3420 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3422 return;
3815 } 3423 }
3816 3424
3882 { 3490 {
3883 /* forces in the treasurelist can alter the player's stats */ 3491 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3492 object *skin;
3885 3493
3886 /* first get the dragon skin force */ 3494 /* first get the dragon skin force */
3495 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); 3496 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3497 ;
3498
3888 if (skin == NULL) 3499 if (!skin)
3889 return; 3500 return;
3890 3501
3891 /* adding new spellpath attunements */ 3502 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3503 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3504 {

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