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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

1
2/*
3 * static char *rcsid_player_c =
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 25#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36player *
49find_player (const char *plname) 37find_player (const char *plname)
50{ 38{
51 player *pl; 39 for_all_players (pl)
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
56 return pl; 41 return pl;
57 }; 42
58 return NULL; 43 return 0;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85} 44}
86 45
87void 46void
88display_motd (const object *op) 47display_motd (const object *op)
89{ 48{
93 int comp; 52 int comp;
94 int size; 53 int size;
95 54
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 57 return;
100 } 58
101 motd[0] = '\0'; 59 motd[0] = '\0';
102 size = 0; 60 size = 0;
61
103 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
104 { 63 {
105 if (*buf == '#') 64 if (*buf == '#')
106 continue; 65 continue;
66
107 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 68 size += strlen (buf);
109 } 69 }
70
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
112} 73}
113 74
114void 75void
120 int comp; 81 int comp;
121 int size; 82 int size;
122 83
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 86 return;
127 } 87
128 rules[0] = '\0'; 88 rules[0] = '\0';
129 size = 0; 89 size = 0;
90
130 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
131 { 92 {
132 if (*buf == '#') 93 if (*buf == '#')
133 continue; 94 continue;
95
134 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
135 { 97 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 99 break;
138 } 100 }
101
139 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 103 size += strlen (buf);
141 } 104 }
105
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
144} 108}
145 109
146void 110void
154 int size; 118 int size;
155 119
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 122 return;
123
159 news[0] = '\0'; 124 news[0] = '\0';
160 subject[0] = '\0'; 125 subject[0] = '\0';
161 size = 0; 126 size = 0;
127
162 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
163 { 129 {
164 if (*buf == '#') 130 if (*buf == '#')
165 continue; 131 continue;
132
166 if (*buf == '%') 133 if (*buf == '%')
167 { /* send one news */ 134 { /* send one news */
168 if (size > 0) 135 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
170 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
190} 157}
191 158
192int 159/* This loads the first map an puts the player on it. */
193playername_ok (const char *cp) 160static void
161set_first_map (object *op)
194{ 162{
195 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
196 if (*cp == '-' || *cp == '_') 164 op->x = -1;
197 return 0; 165 op->y = -1;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203} 166}
204 167
205/* This no longer sets the player map. Also, it now updates 168void
206 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{ 170{
219 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
220 int i;
221 172
222 if (!p) 173 EXIT_PATH (tmp) = maplevel;
223 { 174 EXIT_X (tmp) = ob->x;
224 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
225 177
226 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
227 * complexity here because we want to add the new player at the 179}
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233 180
234 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
235 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
236 if (tmp != NULL) 183void
237 tmp->next = p; 184player::connect (client *ns)
238 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
239 first_player = p; 190 first_player = this;
240 191
241 p->next = NULL; 192 ns->update_look = 0;
242 } 193 ns->look_position = 0;
243 194
244 /* Clears basically the entire player structure except 195 clear_los (ob);
245 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
246 */ 217 */
247 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
248 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
249 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
250 * we deal with that below this point. 313 * we deal with that below this point.
251 */ 314 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
256 p->Swap_First = -1;
257 318
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
263 320
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
278 p->last_speed = -1; 322 last_speed = -1;
279 p->shoottype = range_none; 323 shoottype = range_none;
280 p->bowtype = bow_normal; 324 bowtype = bow_normal;
281 p->petmode = pet_normal; 325 petmode = pet_normal;
282 p->listening = 10; 326 listening = 10;
283 p->usekeys = containers; 327 usekeys = containers;
284 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
286 p->do_los = 1; 330 do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295 331
296 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
299 * at zero. 335 * at zero.
300 */ 336 */
301 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL; 339
305 }
306 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1; 341 last_resist[i] = -1;
309 } 342
310 p->last_stats.exp = -1; 343 last_stats.exp = -1;
311 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 345}
317 346
318/* This loads the first map an puts the player on it. */ 347void
319static void 348player::do_destroy ()
320set_first_map (object *op)
321{ 349{
322 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
323 op->x = -1;
324 op->y = -1;
325 enter_exit (op, NULL);
326}
327 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
328/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
330 * mode. 392 * mode.
331 */ 393 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
337 398
338 p = get_player (NULL); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 400 set_first_map (pl->ob);
350 401
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 402 return pl;
358} 403}
359 404
360/* 405/*
361 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
371 { 416 {
372 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
373 at = first_archetype; 418 at = first_archetype;
374 else 419 else
375 at = at->next; 420 at = at->next;
421
376 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
377 return at; 423 return at;
424
378 if (at == start) 425 if (at == start)
379 { 426 {
380 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 428 exit (-1);
382 } 429 }
383 } 430 }
384} 431}
385 432
386
387object * 433object *
388get_nearest_player (object *mon) 434get_nearest_player (object *mon)
389{ 435{
390 object *op = NULL; 436 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 437 objectlink *ol;
393 unsigned lastdist; 438 unsigned lastdist;
394 rv_vector rv; 439 rv_vector rv;
395 440
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
428 { 473 {
429 op = ol->ob; 474 op = ol->ob;
430 lastdist = rv.distance; 475 lastdist = rv.distance;
431 } 476 }
432 } 477 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 478
434 { 479 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
439 { 482 {
440 op = pl->ob; 483 op = pl->ob;
441 lastdist = rv.distance; 484 lastdist = rv.distance;
442 } 485 }
443 } 486
444 }
445#if 0 487#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 489#endif
448 return op; 490 return op;
449} 491}
467 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 511 * is probably not a good thing.
470 */ 512 */
471#define MAX_SPACES 50 513#define MAX_SPACES 50
472
473 514
474/* 515/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 537path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 538{
498 rv_vector rv; 539 rv_vector rv;
499 sint16 x, y; 540 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 542 maptile *m, *lastmap;
502 543
503 get_rangevector (mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
504 545
505 if (rv.distance < mindiff) 546 if (rv.distance < mindiff)
506 return 0; 547 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 695 {
655 remove_ob (op); 696 op->destroy ();
656 free_object (op);
657 continue; 697 continue;
658 } 698 }
659 } 699 }
660 700
661 /* This really needs to be better - we should really give 701 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 712 if (tmp->type == op->type && tmp->name == op->name)
673 break; 713 break;
674 714
675 if (tmp) 715 if (tmp)
676 { 716 {
677 remove_ob (op); 717 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 719 continue;
681 } 720 }
721
682 if (op->nrof > 1) 722 if (op->nrof > 1)
683 op->nrof = 1; 723 op->nrof = 1;
684 } 724 }
685 725
686 if (op->type == SPELLBOOK && op->inv) 726 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 740 }
701 if (op->type == SPELL) 741 if (op->type == SPELL)
702 { 742 {
703 remove_ob (op); 743 op->destroy ();
704 free_object (op);
705 continue; 744 continue;
706 } 745 }
707 else if (op->type == SKILL) 746 else if (op->type == SKILL)
708 { 747 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
719 link_player_skills (pl); 758 link_player_skills (pl);
720} 759}
721 760
722void 761void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
807{ 763{
808 if (party == NULL) 764 if (party == NULL)
809 { 765 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 767 return;
812 } 768 }
769
813 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 774}
818
819 775
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 777static int
822roll_stat (void) 778roll_stat (void)
823{ 779{
824 int a[4], i, j, k; 780 int a[4], i, j, k;
825 781
826 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
829 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 786 if (a[i] < k)
831 k = a[i], j = i; 787 k = a[i], j = i;
832 788
833 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 790 if (i != j)
836 k += a[i]; 791 k += a[i];
837 } 792
838 return k; 793 return k;
839} 794}
840 795
841void 796void
842roll_stats (object *op) 797object::roll_stats ()
843{ 798{
844 int sum = 0;
845 int i = 0, j = 0;
846 int statsort[7]; 799 int statsort [7];
847 800
848 do 801 for (;;)
849 {
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 } 802 {
859 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
860 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
861 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 813
870 /* a quick and dirty bubblesort? */
871 do
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886
887 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
888 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
889 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
890 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
891 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
894 821
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 822 stats.exp = 0;
906 op->stats.ac = 0; 823 stats.ac = 0;
907 824
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
916 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
917} 837}
918 838
919void 839void
920Roll_Again (object *op) 840object::swap_stats (int a, int b)
921{ 841{
922 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
925}
926 845
927void 846 stats.Str = contr->orig_stats.Str;
928Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
929{ 878{
930 signed char tmp;
931 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
932 880
933 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 885}
1048 886
1049/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1053 * not the class. 891 * not the class.
1054 */ 892 */
1055
1056int 893int
1057key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1058{ 895{
1059 int tmp_loop; 896 int tmp_loop;
1060 897
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1068 { 899 {
1069 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1070 901
1071 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
1074 908
1075 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1077 911
1078 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1079 913
1080 if (op->msg) 914 if (op->msg)
1081 op->msg = NULL; 915 op->msg = NULL;
1082 916
1083 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1092 start_info (op); 926 start_info (op);
1093 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1095 link_player_skills (op); 929 link_player_skills (op);
1096 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1097 fix_player (op); 931 op->update_stats ();
1098 932
1099 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1100 * is one for this race 934 * is one for this race
1101 */ 935 */
1102 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1103 { 937 {
1104 object *tmp; 938 object *tmp;
1105 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1106 940
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1108 tmp = get_object (); 942 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1114 * default initial map */ 948 * default initial map */
1115 free_object (tmp); 949 tmp->destroy ();
1116 } 950 }
1117 else 951 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 953
1121 return 0; 954 return 0;
1122 } 955 }
1123 956
1124 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1129 while (!tmp_loop) 962 while (!tmp_loop)
1130 { 963 {
1131 shstr name = op->name; 964 shstr name = op->name;
1132 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1133 966
1134 remove_statbonus (op); 967 op->remove_statbonus ();
1135 remove_ob (op); 968 op->remove ();
1136 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1138 op->instantiate (); 971 op->instantiate ();
1139 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1141 op->x = x; 974 op->x = x;
1142 op->y = y; 975 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 978 assign (op->contr->title, op->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 979 op->add_statbonus ();
1148 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1149 } 981 }
1150 982
1151 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 985 op->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 988 op->stats.grace = 0;
989
1157 if (op->msg) 990 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0; 994 return 0;
1161} 995}
1162 996
1163int 997int
1164key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1165{ 999{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 { 1001 {
1170 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1; 1004 return 1;
1173 } 1005 }
1174 1006
1175 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1177 1009
1010 op->contr->enable_save = false;
1011
1178 terminate_all_pets (op); 1012 terminate_all_pets (op);
1179 leave_map (op); 1013 op->remove ();
1180 op->direction = 0; 1014 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182 1016
1183 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1184 check_score (op); 1018 check_score (op);
1185 op->contr->party = NULL; 1019 op->contr->party = 0;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1188 1022
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1; 1023 return 1;
1210} 1024}
1211 1025
1212void 1026void
1213flee_player (object *op) 1027flee_player (object *op)
1244 { 1058 {
1245 op->enemy = NULL; 1059 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1061 return;
1248 } 1062 }
1063
1249 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1250 1065
1251 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1253 { 1068 {
1254 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1255 1070
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 1072 return;
1259 }
1260 } 1073 }
1074
1261 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1077 op->enemy = NULL;
1264} 1078}
1265 1079
1270 */ 1084 */
1271int 1085int
1272check_pick (object *op) 1086check_pick (object *op)
1273{ 1087{
1274 object *tmp, *next; 1088 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1089 int stop = 0;
1277 int j, k, wvratio; 1090 int j, k, wvratio;
1278 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1279 1092
1280
1281 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1283 return 1; 1095 return 1;
1284 1096
1285 op_tag = op->count;
1286
1287 next = op->below; 1097 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1098
1291 /* loop while there are items on the floor that are not marked as 1099 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1100 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1294 { 1102 {
1295 tmp = next; 1103 tmp = next;
1296 next = tmp->below; 1104 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1105
1300 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1301 return 0; 1107 return 0;
1302 1108
1303 if (!can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1304 continue; 1110 continue;
1305 1111
1313 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1120 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1121 {
1316 switch (op->contr->mode) 1122 switch (op->contr->mode)
1317 { 1123 {
1318 case 0: 1124 case 0:
1319 return 1; /* don't pick up */ 1125 return 1; /* don't pick up */
1320 case 1: 1126 case 1:
1127 pick_up (op, tmp);
1128 return 1;
1129 case 2:
1130 pick_up (op, tmp);
1131 return 0;
1132 case 3:
1133 return 0; /* stop before pickup */
1134 case 4:
1135 pick_up (op, tmp);
1136 break;
1137 case 5:
1138 pick_up (op, tmp);
1139 stop = 1;
1140 break;
1141 case 6:
1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1143 pick_up (op, tmp);
1322 return 1; 1144 break;
1145
1323 case 2: 1146 case 7:
1147 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1148 pick_up (op, tmp);
1325 return 0; 1149 break;
1326 case 3: 1150
1327 return 0; /* stop before pickup */ 1151 default:
1328 case 4: 1152 /* use value density */
1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1155 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1156 }
1351 } 1157 }
1352 else 1158 else
1353 { /* old model */ 1159 { /* old model */
1354 /* NEW pickup handling */ 1160 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1167 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1172 }
1173
1395 /* philosophy: 1174 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1175 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1179 * example.
1401 * The drawback: right now it has no frontend, so you need to 1180 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then 1181 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1216 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1217 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1218 if (tmp->type == FOOD)
1440 { 1219 {
1441 pick_up (op, tmp); 1220 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1221 continue;
1445 } 1222 }
1223
1446 if (op->contr->mode & PU_DRINK) 1224 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1226 {
1449 pick_up (op, tmp); 1227 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1228 continue;
1453 } 1229 }
1454 1230
1455 if (op->contr->mode & PU_POTION) 1231 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1232 if (tmp->type == POTION)
1457 { 1233 {
1458 pick_up (op, tmp); 1234 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1235 continue;
1462 } 1236 }
1463 1237
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1238 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1239 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1240 if (tmp->type == SPELLBOOK)
1467 { 1241 {
1468 pick_up (op, tmp); 1242 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1243 continue;
1472 } 1244 }
1245
1473 if (op->contr->mode & PU_SKILLSCROLL) 1246 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1247 if (tmp->type == SKILLSCROLL)
1475 { 1248 {
1476 pick_up (op, tmp); 1249 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1250 continue;
1480 } 1251 }
1252
1481 if (op->contr->mode & PU_READABLES) 1253 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1255 {
1484 pick_up (op, tmp); 1256 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1257 continue;
1488 } 1258 }
1489 1259
1490 /* wands/staves/rods/horns */ 1260 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1263 {
1494 pick_up (op, tmp); 1264 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1265 continue;
1498 } 1266 }
1499 1267
1500 /* pick up all magical items */ 1268 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1269 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1271 {
1504 pick_up (op, tmp); 1272 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1273 continue;
1508 } 1274 }
1509 1275
1510 if (op->contr->mode & PU_VALUABLES) 1276 if (op->contr->mode & PU_VALUABLES)
1511 { 1277 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1278 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1279 {
1514 pick_up (op, tmp); 1280 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1281 continue;
1518 } 1282 }
1519 } 1283 }
1520 1284
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1285 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1286 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1287 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1288 {
1525 pick_up (op, tmp); 1289 pick_up (op, tmp);
1290 continue;
1526 if (0) 1291 }
1527 fprintf (stderr, "JEWELS\n"); 1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1528 continue; 1298 continue;
1529 } 1299 }
1530 1300
1531 /* bows and arrows. Bows are good for selling! */ 1301 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1302 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1303 if (tmp->type == BOW)
1534 { 1304 {
1535 pick_up (op, tmp); 1305 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1306 continue;
1539 } 1307 }
1308
1540 if (op->contr->mode & PU_ARROW) 1309 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1310 if (tmp->type == ARROW)
1542 { 1311 {
1543 pick_up (op, tmp); 1312 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1313 continue;
1547 } 1314 }
1548 1315
1549 /* all kinds of armor etc. */ 1316 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1317 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1318 if (tmp->type == ARMOUR)
1552 { 1319 {
1553 pick_up (op, tmp); 1320 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1321 continue;
1557 } 1322 }
1323
1558 if (op->contr->mode & PU_HELMET) 1324 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1325 if (tmp->type == HELMET)
1560 { 1326 {
1561 pick_up (op, tmp); 1327 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1328 continue;
1565 } 1329 }
1330
1566 if (op->contr->mode & PU_SHIELD) 1331 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1332 if (tmp->type == SHIELD)
1568 { 1333 {
1569 pick_up (op, tmp); 1334 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1335 continue;
1573 } 1336 }
1337
1574 if (op->contr->mode & PU_BOOTS) 1338 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1339 if (tmp->type == BOOTS)
1576 { 1340 {
1577 pick_up (op, tmp); 1341 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1342 continue;
1581 } 1343 }
1344
1582 if (op->contr->mode & PU_GLOVES) 1345 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1346 if (tmp->type == GLOVES)
1584 { 1347 {
1585 pick_up (op, tmp); 1348 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1349 continue;
1589 } 1350 }
1351
1590 if (op->contr->mode & PU_CLOAK) 1352 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1353 if (tmp->type == CLOAK)
1592 { 1354 {
1593 pick_up (op, tmp); 1355 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1356 continue;
1597 } 1357 }
1598 1358
1599 /* hoping to catch throwing daggers here */ 1359 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1360 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1362 {
1603 pick_up (op, tmp); 1363 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1364 continue;
1607 } 1365 }
1608 1366
1609 /* careful: chairs and tables are weapons! */ 1367 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1368 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1371 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1374 {
1617 pick_up (op, tmp); 1375 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1376 continue;
1621 } 1377 }
1622 } 1378 }
1379
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1380 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1381 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 { 1383 {
1627 pick_up (op, tmp); 1384 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1385 continue;
1631 } 1386 }
1632 } 1387 }
1633 } 1388 }
1634 1389
1635 /* misc stuff that's useful */ 1390 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1391 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1393 {
1639 pick_up (op, tmp); 1394 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1395 continue;
1643 } 1396 }
1644 1397
1645 /* any of the last 4 bits set means we use the ratio for value 1398 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1399 * pickups */
1668 continue; 1421 continue;
1669 } 1422 }
1670 } 1423 }
1671 } /* the new pickup model */ 1424 } /* the new pickup model */
1672 } 1425 }
1426
1673 return !stop; 1427 return !stop;
1674} 1428}
1675 1429
1676/* 1430/*
1677 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1776 1530
1777object * 1531object *
1778pick_arrow_target (object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1779{ 1533{
1780 object *tmp = NULL; 1534 object *tmp = NULL;
1781 mapstruct *m; 1535 maptile *m;
1782 int i, mflags, found, number; 1536 int i, mflags, found, number;
1783 sint16 x, y; 1537 sint16 x, y;
1784 1538
1785 if (op->map == NULL) 1539 if (op->map == NULL)
1786 return find_arrow (op, type); 1540 return find_arrow (op, type);
1846 */ 1600 */
1847int 1601int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1603{
1850 object *left, *bow; 1604 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1605 int bowspeed, mflags;
1853 mapstruct *m; 1606 maptile *m;
1854 1607
1855 if (!dir) 1608 if (!dir)
1856 { 1609 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1611 return 0;
1859 } 1612 }
1613
1860 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1862 else 1616 else
1863 { 1617 {
1864 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1872 { 1626 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1628 return 0;
1875 } 1629 }
1876 } 1630 }
1631
1877 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1878 { 1633 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1635 return 0;
1881 } 1636 }
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 1639
1885 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1888 if (bowspeed < 1) 1644 if (bowspeed < 1)
1889 bowspeed = 1; 1645 bowspeed = 1;
1890 1646
1891 if (arrow == NULL) 1647 if (arrow == NULL)
1892 { 1648 {
1898 else 1654 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1900 return 0; 1656 return 0;
1901 } 1657 }
1902 } 1658 }
1659
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1662 return 0;
1907 } 1663
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1665 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1667 return 0;
1912 } 1668 }
1913 1669
1914 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1671 if (arrow->nrof == 0)
1916 { 1672 {
1917 remove_ob (arrow); 1673 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1674 return 0;
1920 } 1675 }
1921 1676
1922 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1679 if (!arrow)
1926 { 1680 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1682 return 0;
1929 } 1683 }
1930 set_owner (arrow, op); 1684
1685 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1687 arrow->direction = dir;
1934 arrow->x = sx;
1935 arrow->y = sy;
1936 1688
1937 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1938 { 1690 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op); 1692 op->update_stats ();
1941 } 1693 }
1942 1694
1943 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1949 1701
1950 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1952 */ 1704 */
1953 1705
1955 1707
1956 /* update the speed */ 1708 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959 1711
1960 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1964 1714
1965 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1966 { 1716 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 } 1722 }
1973 else 1723 else
1974 { 1724 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1726 arrow->level = op->level;
1978 } 1727 }
1728
1979 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1981 if (bow->slaying != NULL) 1732 if (bow->slaying)
1982 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1983 1734
1984 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1737
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1740
1992 if (!was_destroyed (arrow, tag)) 1741 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1742 move_arrow (arrow);
1994 1743
1995 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1996 { 1745 {
1997 if (was_destroyed (left, left_tag)) 1746 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1999 else 1748 else
2000 esrv_send_item (op, left); 1749 esrv_send_item (op, left);
2001 } 1750 }
1751
2002 return 1; 1752 return 1;
2003} 1753}
2004 1754
2005/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1756 * account the special fire modes players can have
2020 } 1770 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1772 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1774 wcmod = -1;
1775
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1777 }
2027 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
2028 { 1779 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2099 1850
2100 if (item->arch) 1851 if (item->arch)
2101 { 1852 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2104 item->speed = 0; 1855 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1856 }
1857
2107 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1860 }
2110 } 1861 }
2111 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1863 drain_rod_charge (item);
2114 }
2115 } 1864 }
2116} 1865}
2117 1866
2118/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2119 */ 1868 */
2126 if (action_makes_visible (op)) 1875 if (action_makes_visible (op))
2127 make_visible (op); 1876 make_visible (op);
2128 1877
2129 switch (op->contr->shoottype) 1878 switch (op->contr->shoottype)
2130 { 1879 {
2131 case range_none: 1880 case range_none:
2132 return; 1881 return;
2133 1882
2134 case range_bow: 1883 case range_bow:
2135 player_fire_bow (op, dir); 1884 player_fire_bow (op, dir);
2136 return; 1885 return;
2137 1886
2138 case range_magic: /* Casting spells */ 1887 case range_magic: /* Casting spells */
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2140 return; 1889 return;
2141 1890
2142 case range_misc: 1891 case range_misc:
2143 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2144 return; 1893 return;
2145 1894
2146 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2148 { 1897 {
2149 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2150 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 } 1900 }
2153 else 1901 else
2154 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 1903 return;
2156 1904
2157 case range_skill: 1905 case range_skill:
2158 if (!op->chosen_skill) 1906 if (!op->chosen_skill)
2159 { 1907 {
2160 if (op->type == PLAYER) 1908 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return; 1910 return;
2163 } 1911 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 1913 return;
2166 case range_builder: 1914 case range_builder:
2167 apply_map_builder (op, dir); 1915 apply_map_builder (op, dir);
2168 return; 1916 return;
2169 default: 1917 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 1919 return;
2172 } 1920 }
2173} 1921}
2174 1922
2175 1923
2176 1924
2263 * 0 otherwise 2011 * 0 otherwise
2264 */ 2012 */
2265static int 2013static int
2266player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2267{ 2015{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2272 */ 2019 */
2273 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2311 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2315 */ 2062 */
2316
2317void 2063void
2318move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2319{ 2065{
2320 object *tmp, *mon; 2066 object *tmp, *mon;
2321 sint16 nx, ny; 2067 sint16 nx, ny;
2322 int on_battleground; 2068 int on_battleground;
2323 mapstruct *m; 2069 maptile *m;
2324 2070
2325 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2327 2073
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2329 2075
2330 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2345 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2346 } 2092 }
2347 else 2093 else
2348 m = op->map; 2094 m = op->map;
2349 2095
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2351 { 2097 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2353 return; 2099 return;
2354 } 2100 }
2355 2101
2356 mon = NULL; 2102 mon = 0;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2106 * on the space
2361 */ 2107 */
2362 while (tmp != NULL) 2108 while (tmp)
2363 { 2109 {
2364 if (tmp == op) 2110 if (tmp == op)
2365 { 2111 {
2366 tmp = tmp->above; 2112 tmp = tmp->above;
2367 continue; 2113 continue;
2368 } 2114 }
2115
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2117 {
2371 mon = tmp; 2118 mon = tmp;
2372 break; 2119 break;
2373 } 2120 }
2121
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2123 mon = tmp;
2124
2376 tmp = tmp->above; 2125 tmp = tmp->above;
2377 } 2126 }
2378 2127
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2129 return; /* into a wall */
2381 2130
2382 if (mon->head != NULL) 2131 if (mon->head)
2383 mon = mon->head; 2132 mon = mon->head;
2384 2133
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2387 return; 2136 return;
2399 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2400 */ 2149 */
2401 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2402#if COZY_SERVER 2151#if COZY_SERVER
2403 && 2152 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2406#else 2155#else
2407 && get_owner (mon) == op 2156 && mon->owner == op
2408#endif 2157#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2159 {
2411 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2161 if (op->contr->braced)
2424 * attack them either. 2173 * attack them either.
2425 */ 2174 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful 2178 (op->contr->peaceful
2430 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2431 && mon->contr-> 2180 && mon->contr->
2432 peaceful)) && 2181 peaceful)) &&
2433#else 2182#else
2434 op->contr->peaceful && 2183 op->contr->peaceful &&
2435#endif 2184#endif
2436 !on_battleground)) 2185 !on_battleground))
2437 { 2186 {
2438 if (!op->contr->braced) 2187 if (!op->contr->braced)
2439 { 2188 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2442 } 2191 }
2443 else 2192 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2194
2447 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2196 make_visible (op);
2449 } 2197 }
2450 2198
2451 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2480 2228
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 } 2230 }
2483 2231
2484 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2485 2233
2486 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2237 * the wiz.
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 { 2240 {
2493 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2494 2242
2495 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2498 } 2246 }
2247
2499 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2500 make_visible (op); 2249 make_visible (op);
2501 } 2250 }
2502 } /* if player should attack something */ 2251 } /* if player should attack something */
2503} 2252}
2538 2287
2539 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2289 * server can handle repeat firing.
2541 */ 2290 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2292 op->direction = dir;
2545 }
2546 else 2293 else
2547 {
2548 op->direction = 0; 2294 op->direction = 0;
2549 } 2295
2550 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2298 * for players.
2553 */ 2299 */
2554 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2599 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2603 */ 2349 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2606 {
2607 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2608 op->contr->golem_count = 0;
2609 }
2610 2352
2611 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2355 * called, so we recheck it here.
2614 */ 2356 */
2615 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2616 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2617 return 0; 2360 return 0;
2618 2361
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2363 {
2629 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2630 return 1; 2373 return 1;
2631 else 2374 else
2632 return 0; 2375 return 0;
2633 } 2376 }
2377
2634 return 0; 2378 return 0;
2635} 2379}
2636 2380
2637int 2381int
2638save_life (object *op) 2382save_life (object *op)
2639{ 2383{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2385 return 0;
2644 2386
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2389 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2392
2650 if (op->contr) 2393 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2394 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2395
2653 free_object (tmp); 2396 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2655 if (op->stats.hp < 0) 2399 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2401
2657 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2658 op->stats.food = 999; 2403 op->stats.food = 999;
2659 fix_player (op); 2404
2405 op->update_stats ();
2660 return 1; 2406 return 1;
2661 } 2407 }
2408
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2412 return 0;
2666} 2413}
2675{ 2422{
2676 object *next; 2423 object *next;
2677 2424
2678 while (op) 2425 while (op)
2679 { 2426 {
2680 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2428
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2430 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2691 } 2435 }
2692 else if (op->inv) 2436 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2694 op = next; 2439 op = next;
2695 } 2440 }
2696} 2441}
2697
2698 2442
2699/* 2443/*
2700 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2460 else
2717 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2464 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2466 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2467 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2468 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2469
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2471 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2727 { 2473 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2476 strcat (buf2, buf);
2731 } 2477 }
2478
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2735 return buf2; 2483 return buf2;
2736} 2484}
2737
2738
2739 2485
2740void 2486void
2741do_some_living (object *op) 2487do_some_living (object *op)
2742{ 2488{
2743 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2752 const int max_grace = 1; 2498 const int max_grace = 1;
2753 2499
2754 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2755 { 2501 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2505 }
2760 2506
2761 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2762 { 2508 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2513 else
2769 { 2514 {
2770 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2517 }
2518
2773 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2521 else
2776 { 2522 {
2777 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2525 }
2526
2780 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2529 else
2783 { 2530 {
2784 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2800 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2549 op->stats.food = last_food;
2803 } 2550 }
2804 } 2551 }
2552
2805 if (max_sp > 1) 2553 if (max_sp > 1)
2806 { 2554 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2556 if (over_sp > 0)
2809 { 2557 {
2810 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2811 { 2559 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2563 op->stats.sp--;
2564
2815 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2817 } 2567 }
2818 op->last_sp = 0; 2568 op->last_sp = 0;
2819 } 2569 }
2820 else 2570 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2572 }
2825 else 2573 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2575 }
2830 2576
2831 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2834 { 2580 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2837 if (max_grace > 1) 2584 if (max_grace > 1)
2838 { 2585 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2587 if (over_grace > 0)
2841 { 2588 {
2869 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2618 op->stats.food = last_food;
2872 } 2619 }
2873 } 2620 }
2621
2874 if (max_hp > 1) 2622 if (max_hp > 1)
2875 { 2623 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2625 if (over_hp > 0)
2878 { 2626 {
2902 2650
2903 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else 2653 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2907 /* dms do not consume food */ 2656 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2658 op->stats.food--;
2910 } 2659 }
2911 }
2912 2660
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2662 {
2915 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2916 2664
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2666 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2674 break;
2927 } 2675 }
2928 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2929 flesh = tmp; 2677 flesh = tmp;
2930 } /* End if paid for object */ 2678 } /* End if paid for object */
2931 } /* end of for loop */ 2679 } /* end of for loop */
2680
2932 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2682 * eat flesh instead.
2934 */ 2683 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2685 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2939 } 2688 }
2940 } /* end if player is starving */ 2689 }
2941 2690
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2944 2693
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2695 kill_player (op);
2696 }
2947} 2697}
2948
2949
2950 2698
2951/* If the player should die (lack of hp, food, etc), we call this. 2699/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2700 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2702 * file.
2958{ 2706{
2959 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2960 int x, y; 2708 int x, y;
2961 2709
2962 //int i; 2710 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2964 2712
2965 /* int z; 2713 /* int z;
2966 int num_stats_lose; 2714 int num_stats_lose;
2967 int lost_a_stat; 2715 int lost_a_stat;
2968 int lose_this_stat; 2716 int lose_this_stat;
2983 { 2731 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2734
2987 /* restore player */ 2735 /* restore player */
2988 at = find_archetype ("poisoning"); 2736 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2738 {
2992 remove_ob (tmp); 2739 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2741 }
2996 2742
2997 at = find_archetype ("confusion"); 2743 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2745 {
3001 remove_ob (tmp); 2746 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2748 }
3005 2749
3006 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2753 op->stats.food = 999;
3010 2754
3011 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2757 {
3015 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2759 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2763 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
3023 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2767 }
3026 2768
3027 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2771 op->contr->braced = 0;
3055 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3056 return; 2798 return;
3057 } 2799 }
3058 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3059 } 2801 }
2802
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2804
3062 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3063 x = op->x; 2806 x = op->x;
3064 y = op->y; 2807 y = op->y;
3065 map = op->map; 2808 map = op->map;
3066 2809
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
3073 */ 2813 */
3074 2814
3075 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2817 * of death.
3078 */ 2818 */
3079#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3081 { 2821 {
3082 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2824 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2827 little bit harder. */
3088 /* GD */ 2828 /* GD */
3089 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2830 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2831 else
3095 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3096 num_stats_lose = 1; 2835 num_stats_lose = 1;
3097 } 2836
3098 lost_a_stat = 0; 2837 lost_a_stat = 0;
3099 2838
3100 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3101 { 2840 {
3102 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3103 2842
3104 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3105 { 2844 {
3106 /* Pick a random stat and take a point off it. Tell the player 2845 /* Pick a random stat and take a point off it. Tell the player
3107 * what he lost. 2846 * what he lost.
3108 */ 2847 */
3109 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1; 2853 lost_a_stat = 1;
2854 }
2855 else
2856 {
2857 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion");
2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2863 {
2864 dep = arch_to_object (deparch);
2865 insert_ob_in_ob (dep, op);
3115 } 2866 }
3116 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3117 { 2869 {
3118 /* deplete a stat */ 2870 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3120 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3121 2873 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2874 {
3125 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3127 } 2877
3128 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2884 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2885 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2887 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2888 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2889 else
3170 if (this_stat >= -50)
3171 { 2890 {
3172 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2896 }
3178 } 2897 }
3179 } 2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2903 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a
2907 * difference.
2908 */
2909 if (this_stat >= -50)
2910 {
2911 change_attr_value (&(dep->stats), i, -1);
2912 SET_FLAG (dep, FLAG_APPLIED);
2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2914 op->update_stats ();
2915 lost_a_stat = 1;
2916 }
3180 } 2917 }
2918 }
2919 }
3181 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2921 if (!lost_a_stat)
3183 { 2922 {
3184 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3187 2926
3188 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2929 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2931 }
2932#else
2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2934#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2935
3196 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2937 * exp loss on the stone.
3198 */ 2938 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2941 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3204 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); 2944 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);
3205 tmp->msg = buf; 2945 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2948
3209 /**************************************/ 2949 /**************************************/
3210 /* */ 2950 /* */
3211 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3214 /* */ 2954 /* */
3215
3216 /**************************************/ 2955 /**************************************/
3217 2956
3218 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2958 /* restore player */
3220 at = find_archetype ("poisoning"); 2959 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
2961
3222 if (tmp) 2962 if (tmp)
3223 { 2963 {
3224 remove_ob (tmp); 2964 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2966 }
3228 2967
3229 at = find_archetype ("confusion"); 2968 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2970 if (tmp)
3232 { 2971 {
3233 remove_ob (tmp); 2972 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2974 }
2975
3237 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3238 2977
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3242 op->stats.food = 900; 2981 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2985
3247 /* 2986 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2987 * Check to see if the player is in a shop. IF so, then check to see if
3249 * the player has any unpaid items. If so, remove them and put them back 2988 * the player has any unpaid items. If so, remove them and put them back
3250 * in the map. 2989 * in the map.
3251 */ 2990 */
3252 2991
3253 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3255 2994
3256 /****************************************/ 2995 /****************************************/
3257 /* */ 2996 /* */
3258 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3260 /* */ 2999 /* */
3261
3262 /****************************************/ 3000 /****************************************/
3263 3001
3264 enter_player_savebed (op); 3002 enter_player_savebed (op);
3265 3003
3266 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3267 * chance of abuse. 3005 * chance of abuse.
3268 */ 3006 */
3269 op->contr->braced = 0; 3007 op->contr->braced = 0;
3270 save_player (op, 1); 3008 op->contr->save ();
3271 3009
3272 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 3013 * on the space that might harm the player.
3276 */ 3014 */
3277 will_kill_again = 0; 3015 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3016 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3282 } 3019
3283 if (will_kill_again) 3020 if (will_kill_again)
3284 { 3021 {
3285 object *force; 3022 object *force;
3286 int at; 3023 int at;
3287 3024
3288 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 3027 force->speed = 0.1;
3291 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 3032 force->resist[at] = 100;
3297 } 3033
3298 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3299 fix_player (op); 3035 op->update_stats ();
3300 3036
3301 } 3037 }
3302 3038
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 3040}
3372
3373 3041
3374void 3042void
3375loot_object (object *op) 3043loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3378 3046
3379 if (op->container) 3047 if (op->container)
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3382 }
3383 3049
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3385 { 3051 {
3386 next = tmp->below; 3052 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3388 continue; 3055 continue;
3389 remove_ob (tmp); 3056
3057 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 3060 { /* empty container to ground */
3393 loot_object (tmp); 3061 loot_object (tmp);
3394 } 3062 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 { 3064 {
3397 if (tmp->nrof > 1) 3065 if (tmp->nrof > 1)
3398 { 3066 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 3068 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3070 }
3403 else 3071 else
3404 free_object (tmp); 3072 tmp->destroy ();
3405 } 3073 }
3406 else 3074 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 3076 }
3409} 3077}
3415 */ 3083 */
3416 3084
3417void 3085void
3418fix_weight (void) 3086fix_weight (void)
3419{ 3087{
3420 player *pl; 3088 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 3089 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 3091
3426 if (old == sum) 3092 if (old == sum)
3427 continue; 3093 continue;
3428 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 3096 }
3431} 3097}
3432 3098
3433void 3099void
3434fix_luck (void) 3100fix_luck (void)
3435{ 3101{
3436 player *pl; 3102 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3441} 3105}
3442
3443 3106
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3447 */ 3110 */
3448
3449void 3111void
3450cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3451{ 3113{
3452 object *skop, *spob; 3114 object *skop, *spob;
3453 3115
3474 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3137 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3138
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3140
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3142}
3483 3143
3484void 3144void
3485make_visible (object *op) 3145make_visible (object *op)
3486{ 3146{
3500 object *tmp = NULL; 3160 object *tmp = NULL;
3501 3161
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3163 return 1;
3504 3164
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3165 return 0;
3511} 3166}
3512 3167
3513/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3602int 3257int
3603stand_near_hostile (object *who) 3258stand_near_hostile (object *who)
3604{ 3259{
3605 object *tmp = NULL; 3260 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3262 maptile *m;
3608 sint16 x, y; 3263 sint16 x, y;
3609 3264
3610 if (!who) 3265 if (!who)
3611 return 0; 3266 return 0;
3612 3267
3629 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3630 continue; 3285 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3287 continue;
3633 3288
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3290 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3291 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3292 return 1;
3638 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3639 { 3294 {
3669 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3670 { 3325 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3327 return -1;
3673 } 3328 }
3329
3674 if (!pl || !op) 3330 if (!pl || !op)
3675 return 0; 3331 return 0;
3676 3332
3677 if (op->head)
3678 {
3679 op = op->head; 3333 op = op->head_ ();
3680 } 3334
3681 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3682 3336
3683 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3338 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3693 3347
3694 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3349 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3350 * for any meaningful values.
3697 */ 3351 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3355 return 1;
3702 op = op->more; 3356 op = op->more;
3703 } 3357 }
3704 return 0; 3358 return 0;
3705} 3359}
3815 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3816 return; 3470 return;
3817 3471
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3473
3820 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3821 { 3475 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3477 return;
3824 } 3478 }
3825 3479
3891 { 3545 {
3892 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3547 object *skin;
3894 3548
3895 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3552 ;
3553
3897 if (skin == NULL) 3554 if (!skin)
3898 return; 3555 return;
3899 3556
3900 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3559 {

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