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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 166}
198 167
199/* This no longer sets the player map. Also, it now updates 168void
200 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 170{
213 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
214 int i;
215 172
216 if (!p) 173 EXIT_PATH (tmp) = maplevel;
217 { 174 EXIT_X (tmp) = ob->x;
218 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
219 177
220 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
221 * complexity here because we want to add the new player at the 179}
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227 180
228 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
229 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
230 if (tmp != NULL) 183void
231 tmp->next = p; 184player::connect (client *ns)
232 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
233 first_player = p; 190 first_player = this;
234 191
235 p->next = NULL; 192 ns->update_look = 0;
236 } 193 ns->look_position = 0;
237 194
238 /* Clears basically the entire player structure except 195 clear_los (ob);
239 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 217 */
241 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
242 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
243 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 313 * we deal with that below this point.
245 */ 314 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 318
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
257 320
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
272 p->last_speed = -1; 322 last_speed = -1;
273 p->shoottype = range_none; 323 shoottype = range_none;
274 p->bowtype = bow_normal; 324 bowtype = bow_normal;
275 p->petmode = pet_normal; 325 petmode = pet_normal;
276 p->listening = 10; 326 listening = 10;
277 p->usekeys = containers; 327 usekeys = containers;
278 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 330 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 331
289 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
292 * at zero. 335 * at zero.
293 */ 336 */
294 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 339
298 }
299 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 341 last_resist[i] = -1;
302 } 342
303 p->last_stats.exp = -1; 343 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 345}
310 346
311/* This loads the first map an puts the player on it. */ 347void
312static void 348player::do_destroy ()
313set_first_map (object *op)
314{ 349{
315 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
321/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
323 * mode. 392 * mode.
324 */ 393 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
330 398
331 p = get_player (NULL); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 400 set_first_map (pl->ob);
343 401
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 402 return pl;
351} 403}
352 404
353/* 405/*
354 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
364 { 416 {
365 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
366 at = first_archetype; 418 at = first_archetype;
367 else 419 else
368 at = at->next; 420 at = at->next;
421
369 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
370 return at; 423 return at;
424
371 if (at == start) 425 if (at == start)
372 { 426 {
373 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 428 exit (-1);
375 } 429 }
376 } 430 }
377} 431}
378 432
379
380object * 433object *
381get_nearest_player (object *mon) 434get_nearest_player (object *mon)
382{ 435{
383 object *op = NULL; 436 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 437 objectlink *ol;
386 unsigned lastdist; 438 unsigned lastdist;
387 rv_vector rv; 439 rv_vector rv;
388 440
389 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)
421 { 473 {
422 op = ol->ob; 474 op = ol->ob;
423 lastdist = rv.distance; 475 lastdist = rv.distance;
424 } 476 }
425 } 477 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 478
427 { 479 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
432 { 482 {
433 op = pl->ob; 483 op = pl->ob;
434 lastdist = rv.distance; 484 lastdist = rv.distance;
435 } 485 }
436 } 486
437 }
438#if 0 487#if 0
439 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)");
440#endif 489#endif
441 return op; 490 return op;
442} 491}
460 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
461 * 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
462 * is probably not a good thing. 511 * is probably not a good thing.
463 */ 512 */
464#define MAX_SPACES 50 513#define MAX_SPACES 50
465
466 514
467/* 515/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * 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
470 * 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
489path_to_player (object *mon, object *pl, unsigned mindiff) 537path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 538{
491 rv_vector rv; 539 rv_vector rv;
492 sint16 x, y; 540 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 542 maptile *m, *lastmap;
495 543
496 get_rangevector (mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
497 545
498 if (rv.distance < mindiff) 546 if (rv.distance < mindiff)
499 return 0; 547 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 695 {
648 remove_ob (op); 696 op->destroy ();
649 free_object (op);
650 continue; 697 continue;
651 } 698 }
652 } 699 }
653 700
654 /* This really needs to be better - we should really give 701 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 712 if (tmp->type == op->type && tmp->name == op->name)
666 break; 713 break;
667 714
668 if (tmp) 715 if (tmp)
669 { 716 {
670 remove_ob (op); 717 op->destroy ();
671 free_object (op);
672 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);
673 continue; 719 continue;
674 } 720 }
721
675 if (op->nrof > 1) 722 if (op->nrof > 1)
676 op->nrof = 1; 723 op->nrof = 1;
677 } 724 }
678 725
679 if (op->type == SPELLBOOK && op->inv) 726 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 740 }
694 if (op->type == SPELL) 741 if (op->type == SPELL)
695 { 742 {
696 remove_ob (op); 743 op->destroy ();
697 free_object (op);
698 continue; 744 continue;
699 } 745 }
700 else if (op->type == SKILL) 746 else if (op->type == SKILL)
701 { 747 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
712 link_player_skills (pl); 758 link_player_skills (pl);
713} 759}
714 760
715void 761void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
800{ 763{
801 if (party == NULL) 764 if (party == NULL)
802 { 765 {
803 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);
804 return; 767 return;
805 } 768 }
769
806 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
809 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:");
810} 774}
811
812 775
813/* 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. */
814int 777static int
815roll_stat (void) 778roll_stat (void)
816{ 779{
817 int a[4], i, j, k; 780 int a[4], i, j, k;
818 781
819 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 786 if (a[i] < k)
824 k = a[i], j = i; 787 k = a[i], j = i;
825 788
826 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 790 if (i != j)
829 k += a[i]; 791 k += a[i];
830 } 792
831 return k; 793 return k;
832} 794}
833 795
834void 796void
835roll_stats (object *op) 797object::roll_stats ()
836{ 798{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 799 int statsort [7];
840 800
841 do 801 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 802 {
852 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
853 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
854 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 813
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
887 821
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 822 stats.exp = 0;
899 op->stats.ac = 0; 823 stats.ac = 0;
900 824
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
910} 837}
911 838
912void 839void
913Roll_Again (object *op) 840object::swap_stats (int a, int b)
914{ 841{
915 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[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);
918}
919 845
920void 846 stats.Str = contr->orig_stats.Str;
921Swap_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)
922{ 878{
923 signed char tmp;
924 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
925 880
926 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 885}
1041 886
1042/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1046 * not the class. 891 * not the class.
1047 */ 892 */
1048
1049int 893int
1050key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1051{ 895{
1052 int tmp_loop; 896 int tmp_loop;
1053 897
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1061 { 899 {
1062 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1063 901
1064 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1066 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);
1067 908
1068 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1070 911
1071 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1072 913
1073 if (op->msg) 914 if (op->msg)
1074 op->msg = NULL; 915 op->msg = NULL;
1075 916
1076 /* 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
1085 start_info (op); 926 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 929 link_player_skills (op);
1089 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1090 fix_player (op); 931 op->update_stats ();
1091 932
1092 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1093 * is one for this race 934 * is one for this race
1094 */ 935 */
1095 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1096 { 937 {
1097 object *tmp; 938 object *tmp;
1098 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1099 940
1100 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);
1101 tmp = get_object (); 942 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1107 * default initial map */ 948 * default initial map */
1108 free_object (tmp); 949 tmp->destroy ();
1109 } 950 }
1110 else 951 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 953
1114 return 0; 954 return 0;
1115 } 955 }
1116 956
1117 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1122 while (!tmp_loop) 962 while (!tmp_loop)
1123 { 963 {
1124 shstr name = op->name; 964 shstr name = op->name;
1125 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1126 966
1127 remove_statbonus (op); 967 op->remove_statbonus ();
1128 remove_ob (op); 968 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1131 op->instantiate (); 971 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1134 op->x = x; 974 op->x = x;
1135 op->y = y; 975 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 979 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1141 } 981 }
1142 982
1143 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 985 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 988 op->stats.grace = 0;
1149 989
1150 if (op->msg) 990 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 992
1153 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");
1154 return 0; 994 return 0;
1155} 995}
1156 996
1157int 997int
1158key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1159{ 999{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 1001 {
1164 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 1004 return 1;
1167 } 1005 }
1168 1006
1169 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1171 1009
1010 op->contr->enable_save = false;
1011
1172 terminate_all_pets (op); 1012 terminate_all_pets (op);
1173 leave_map (op); 1013 op->remove ();
1174 op->direction = 0; 1014 op->direction = 0;
1175 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);
1176 1016
1177 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1178 check_score (op); 1018 check_score (op);
1179 op->contr->party = NULL; 1019 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1182 1022
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1; 1023 return 1;
1204} 1024}
1205 1025
1206void 1026void
1207flee_player (object *op) 1027flee_player (object *op)
1238 { 1058 {
1239 op->enemy = NULL; 1059 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1061 return;
1242 } 1062 }
1063
1243 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1244 1065
1245 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1247 { 1068 {
1248 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1249 1070
1250 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)))
1251 {
1252 return; 1072 return;
1253 }
1254 } 1073 }
1074
1255 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1077 op->enemy = NULL;
1258} 1078}
1259 1079
1264 */ 1084 */
1265int 1085int
1266check_pick (object *op) 1086check_pick (object *op)
1267{ 1087{
1268 object *tmp, *next; 1088 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1089 int stop = 0;
1271 int j, k, wvratio; 1090 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1273 1092
1274
1275 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1277 return 1; 1095 return 1;
1278 1096
1279 op_tag = op->count;
1280
1281 next = op->below; 1097 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1098
1285 /* 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
1286 * destroyed */ 1100 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1288 { 1102 {
1289 tmp = next; 1103 tmp = next;
1290 next = tmp->below; 1104 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1105
1294 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1295 return 0; 1107 return 0;
1296 1108
1297 if (!can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1298 continue; 1110 continue;
1299 1111
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &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))));
1355 else 1167 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &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
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1172 }
1173
1389 /* philosophy: 1174 /* philosophy:
1390 * 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
1391 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1393 * 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
1394 * example. 1179 * example.
1395 * 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
1396 * 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
1397 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1216 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1217 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1218 if (tmp->type == FOOD)
1434 { 1219 {
1435 pick_up (op, tmp); 1220 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1221 continue;
1439 } 1222 }
1223
1440 if (op->contr->mode & PU_DRINK) 1224 if (op->contr->mode & PU_DRINK)
1441 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)))
1442 { 1226 {
1443 pick_up (op, tmp); 1227 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1228 continue;
1447 } 1229 }
1448 1230
1449 if (op->contr->mode & PU_POTION) 1231 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1232 if (tmp->type == POTION)
1451 { 1233 {
1452 pick_up (op, tmp); 1234 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1235 continue;
1456 } 1236 }
1457 1237
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1238 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1239 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1240 if (tmp->type == SPELLBOOK)
1461 { 1241 {
1462 pick_up (op, tmp); 1242 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1243 continue;
1466 } 1244 }
1245
1467 if (op->contr->mode & PU_SKILLSCROLL) 1246 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1247 if (tmp->type == SKILLSCROLL)
1469 { 1248 {
1470 pick_up (op, tmp); 1249 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1250 continue;
1474 } 1251 }
1252
1475 if (op->contr->mode & PU_READABLES) 1253 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1255 {
1478 pick_up (op, tmp); 1256 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1257 continue;
1482 } 1258 }
1483 1259
1484 /* wands/staves/rods/horns */ 1260 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1263 {
1488 pick_up (op, tmp); 1264 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1265 continue;
1492 } 1266 }
1493 1267
1494 /* pick up all magical items */ 1268 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1269 if (op->contr->mode & PU_MAGICAL)
1496 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))
1497 { 1271 {
1498 pick_up (op, tmp); 1272 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1273 continue;
1502 } 1274 }
1503 1275
1504 if (op->contr->mode & PU_VALUABLES) 1276 if (op->contr->mode & PU_VALUABLES)
1505 { 1277 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1278 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1279 {
1508 pick_up (op, tmp); 1280 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1281 continue;
1512 } 1282 }
1513 } 1283 }
1514 1284
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1285 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1286 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1287 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1288 {
1519 pick_up (op, tmp); 1289 pick_up (op, tmp);
1290 continue;
1520 if (0) 1291 }
1521 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);
1522 continue; 1298 continue;
1523 } 1299 }
1524 1300
1525 /* bows and arrows. Bows are good for selling! */ 1301 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1302 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1303 if (tmp->type == BOW)
1528 { 1304 {
1529 pick_up (op, tmp); 1305 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1306 continue;
1533 } 1307 }
1308
1534 if (op->contr->mode & PU_ARROW) 1309 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1310 if (tmp->type == ARROW)
1536 { 1311 {
1537 pick_up (op, tmp); 1312 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1313 continue;
1541 } 1314 }
1542 1315
1543 /* all kinds of armor etc. */ 1316 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1317 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1318 if (tmp->type == ARMOUR)
1546 { 1319 {
1547 pick_up (op, tmp); 1320 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1321 continue;
1551 } 1322 }
1323
1552 if (op->contr->mode & PU_HELMET) 1324 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1325 if (tmp->type == HELMET)
1554 { 1326 {
1555 pick_up (op, tmp); 1327 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1328 continue;
1559 } 1329 }
1330
1560 if (op->contr->mode & PU_SHIELD) 1331 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1332 if (tmp->type == SHIELD)
1562 { 1333 {
1563 pick_up (op, tmp); 1334 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1335 continue;
1567 } 1336 }
1337
1568 if (op->contr->mode & PU_BOOTS) 1338 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1339 if (tmp->type == BOOTS)
1570 { 1340 {
1571 pick_up (op, tmp); 1341 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1342 continue;
1575 } 1343 }
1344
1576 if (op->contr->mode & PU_GLOVES) 1345 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1346 if (tmp->type == GLOVES)
1578 { 1347 {
1579 pick_up (op, tmp); 1348 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1349 continue;
1583 } 1350 }
1351
1584 if (op->contr->mode & PU_CLOAK) 1352 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1353 if (tmp->type == CLOAK)
1586 { 1354 {
1587 pick_up (op, tmp); 1355 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1356 continue;
1591 } 1357 }
1592 1358
1593 /* hoping to catch throwing daggers here */ 1359 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1360 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1362 {
1597 pick_up (op, tmp); 1363 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1364 continue;
1601 } 1365 }
1602 1366
1603 /* careful: chairs and tables are weapons! */ 1367 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1368 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1371 {
1608 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 &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1374 {
1611 pick_up (op, tmp); 1375 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1376 continue;
1615 } 1377 }
1616 } 1378 }
1379
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1380 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1381 {
1619 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)
1620 { 1383 {
1621 pick_up (op, tmp); 1384 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1385 continue;
1625 } 1386 }
1626 } 1387 }
1627 } 1388 }
1628 1389
1629 /* misc stuff that's useful */ 1390 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1391 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1393 {
1633 pick_up (op, tmp); 1394 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1395 continue;
1637 } 1396 }
1638 1397
1639 /* 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
1640 * pickups */ 1399 * pickups */
1662 continue; 1421 continue;
1663 } 1422 }
1664 } 1423 }
1665 } /* the new pickup model */ 1424 } /* the new pickup model */
1666 } 1425 }
1426
1667 return !stop; 1427 return !stop;
1668} 1428}
1669 1429
1670/* 1430/*
1671 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1770 1530
1771object * 1531object *
1772pick_arrow_target (object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1773{ 1533{
1774 object *tmp = NULL; 1534 object *tmp = NULL;
1775 mapstruct *m; 1535 maptile *m;
1776 int i, mflags, found, number; 1536 int i, mflags, found, number;
1777 sint16 x, y; 1537 sint16 x, y;
1778 1538
1779 if (op->map == NULL) 1539 if (op->map == NULL)
1780 return find_arrow (op, type); 1540 return find_arrow (op, type);
1840 */ 1600 */
1841int 1601int
1842fire_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)
1843{ 1603{
1844 object *left, *bow; 1604 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1605 int bowspeed, mflags;
1847 mapstruct *m; 1606 maptile *m;
1848 1607
1849 if (!dir) 1608 if (!dir)
1850 { 1609 {
1851 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!");
1852 return 0; 1611 return 0;
1853 } 1612 }
1613
1854 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1856 else 1616 else
1857 { 1617 {
1858 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1866 { 1626 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1628 return 0;
1869 } 1629 }
1870 } 1630 }
1631
1871 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1872 { 1633 {
1873 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);
1874 return 0; 1635 return 0;
1875 } 1636 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1639
1879 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1882 if (bowspeed < 1) 1644 if (bowspeed < 1)
1883 bowspeed = 1; 1645 bowspeed = 1;
1884 1646
1885 if (arrow == NULL) 1647 if (arrow == NULL)
1886 { 1648 {
1892 else 1654 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1656 return 0;
1895 } 1657 }
1896 } 1658 }
1659
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1662 return 0;
1901 } 1663
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1665 {
1904 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.");
1905 return 0; 1667 return 0;
1906 } 1668 }
1907 1669
1908 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1671 if (arrow->nrof == 0)
1910 { 1672 {
1911 remove_ob (arrow); 1673 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1674 return 0;
1914 } 1675 }
1915 1676
1916 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1679 if (!arrow)
1920 { 1680 {
1921 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);
1922 return 0; 1682 return 0;
1923 } 1683 }
1924 set_owner (arrow, op); 1684
1685 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1687 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1688
1931 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1932 { 1690 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1692 op->update_stats ();
1935 } 1693 }
1936 1694
1937 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1943 1701
1944 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1945 * 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.
1946 */ 1704 */
1947 1705
1949 1707
1950 /* update the speed */ 1708 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 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;
1953 1711
1954 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1958 1714
1959 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1960 { 1716 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1722 }
1967 else 1723 else
1968 { 1724 {
1969 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;
1970
1971 arrow->level = op->level; 1726 arrow->level = op->level;
1972 } 1727 }
1728
1973 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1975 if (bow->slaying != NULL) 1732 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1977 1734
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1737
1982 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);
1983 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1740
1986 if (!was_destroyed (arrow, tag)) 1741 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1742 move_arrow (arrow);
1988 1743
1989 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1990 { 1745 {
1991 if (was_destroyed (left, left_tag)) 1746 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1993 else 1748 else
1994 esrv_send_item (op, left); 1749 esrv_send_item (op, left);
1995 } 1750 }
1751
1996 return 1; 1752 return 1;
1997} 1753}
1998 1754
1999/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1756 * account the special fire modes players can have
2014 } 1770 }
2015 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)
2016 { 1772 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1774 wcmod = -1;
1775
2019 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);
2020 } 1777 }
2021 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
2022 { 1779 {
2023 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);
2093 1850
2094 if (item->arch) 1851 if (item->arch)
2095 { 1852 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2098 item->speed = 0; 1855 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1856 }
1857
2101 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1860 }
2104 } 1861 }
2105 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1863 drain_rod_charge (item);
2108 }
2109 } 1864 }
2110} 1865}
2111 1866
2112/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2113 */ 1868 */
2136 case range_misc: 1891 case range_misc:
2137 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2138 return; 1893 return;
2139 1894
2140 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2141 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))
2142 { 1897 {
2143 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1900 }
2147 else 1901 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1903 return;
2150 1904
2257 * 0 otherwise 2011 * 0 otherwise
2258 */ 2012 */
2259static int 2013static int
2260player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2261{ 2015{
2262
2263 /* 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,
2264 * 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 -
2265 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2266 */ 2019 */
2267 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2309 */ 2062 */
2310
2311void 2063void
2312move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2313{ 2065{
2314 object *tmp, *mon; 2066 object *tmp, *mon;
2315 sint16 nx, ny; 2067 sint16 nx, ny;
2316 int on_battleground; 2068 int on_battleground;
2317 mapstruct *m; 2069 maptile *m;
2318 2070
2319 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2321 2073
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2323 2075
2324 /* 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
2325 * 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
2326 * 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
2327 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2340 } 2092 }
2341 else 2093 else
2342 m = op->map; 2094 m = op->map;
2343 2095
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2097 {
2346 /* 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"); */
2347 return; 2099 return;
2348 } 2100 }
2349 2101
2350 mon = NULL; 2102 mon = 0;
2351 /* 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
2352 * 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.
2353 * 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
2354 * on the space 2106 * on the space
2355 */ 2107 */
2356 while (tmp != NULL) 2108 while (tmp)
2357 { 2109 {
2358 if (tmp == op) 2110 if (tmp == op)
2359 { 2111 {
2360 tmp = tmp->above; 2112 tmp = tmp->above;
2361 continue; 2113 continue;
2362 } 2114 }
2115
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2117 {
2365 mon = tmp; 2118 mon = tmp;
2366 break; 2119 break;
2367 } 2120 }
2121
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2123 mon = tmp;
2124
2370 tmp = tmp->above; 2125 tmp = tmp->above;
2371 } 2126 }
2372 2127
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2129 return; /* into a wall */
2375 2130
2376 if (mon->head != NULL) 2131 if (mon->head)
2377 mon = mon->head; 2132 mon = mon->head;
2378 2133
2379 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))
2380 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2381 return; 2136 return;
2393 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2394 */ 2149 */
2395 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2396#if COZY_SERVER 2151#if COZY_SERVER
2397 && 2152 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2399 && 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)
2400#else 2155#else
2401 && get_owner (mon) == op 2156 && mon->owner == op
2402#endif 2157#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2159 {
2405 /* 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 */
2406 if (op->contr->braced) 2161 if (op->contr->braced)
2418 * attack them either. 2173 * attack them either.
2419 */ 2174 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (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)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2178 (op->contr->peaceful
2424 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2425 && mon->contr-> 2180 && mon->contr->
2426 peaceful)) && 2181 peaceful)) &&
2427#else 2182#else
2428 op->contr->peaceful && 2183 op->contr->peaceful &&
2429#endif 2184#endif
2430 !on_battleground)) 2185 !on_battleground))
2431 { 2186 {
2432 if (!op->contr->braced) 2187 if (!op->contr->braced)
2433 { 2188 {
2434 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);
2435 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2436 } 2191 }
2437 else 2192 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2194
2441 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2196 make_visible (op);
2443 } 2197 }
2444 2198
2445 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2228
2475 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 */
2476 } 2230 }
2477 2231
2478 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2479 2233
2480 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2237 * the wiz.
2485 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))
2486 { 2240 {
2487 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2488 2242
2489 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2492 } 2246 }
2247
2493 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2494 make_visible (op); 2249 make_visible (op);
2495 } 2250 }
2496 } /* if player should attack something */ 2251 } /* if player should attack something */
2497} 2252}
2532 2287
2533 /* 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
2534 * server can handle repeat firing. 2289 * server can handle repeat firing.
2535 */ 2290 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2292 op->direction = dir;
2539 }
2540 else 2293 else
2541 {
2542 op->direction = 0; 2294 op->direction = 0;
2543 } 2295
2544 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2298 * for players.
2547 */ 2299 */
2548 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2593 /* 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
2594 * 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
2595 * 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
2596 * 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.
2597 */ 2349 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((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))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2352
2605 /* 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
2606 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2355 * called, so we recheck it here.
2608 */ 2356 */
2609 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2610 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2611 return 0; 2360 return 0;
2612 2361
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2363 {
2623 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2624 return 1; 2373 return 1;
2625 else 2374 else
2626 return 0; 2375 return 0;
2627 } 2376 }
2377
2628 return 0; 2378 return 0;
2629} 2379}
2630 2380
2631int 2381int
2632save_life (object *op) 2382save_life (object *op)
2633{ 2383{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2385 return 0;
2638 2386
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2389 {
2642 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);
2643 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
2644 if (op->contr) 2393 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2394 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2395
2647 free_object (tmp); 2396 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2649 if (op->stats.hp < 0) 2399 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2401
2651 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2652 op->stats.food = 999; 2403 op->stats.food = 999;
2653 fix_player (op); 2404
2405 op->update_stats ();
2654 return 1; 2406 return 1;
2655 } 2407 }
2408
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2412 return 0;
2660} 2413}
2669{ 2422{
2670 object *next; 2423 object *next;
2671 2424
2672 while (op) 2425 while (op)
2673 { 2426 {
2674 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' */
2675 * we remove object 'op' 2428
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2430 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2685 } 2435 }
2686 else if (op->inv) 2436 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2688 op = next; 2439 op = next;
2689 } 2440 }
2690} 2441}
2691
2692 2442
2693/* 2443/*
2694 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2460 else
2711 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2464 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2715 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);
2716 else 2467 else
2717 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
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2471 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2721 { 2473 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2476 strcat (buf2, buf);
2725 } 2477 }
2478
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2729 return buf2; 2483 return buf2;
2730} 2484}
2731
2732
2733 2485
2734void 2486void
2735do_some_living (object *op) 2487do_some_living (object *op)
2736{ 2488{
2737 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2746 const int max_grace = 1; 2498 const int max_grace = 1;
2747 2499
2748 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2749 { 2501 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 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)
2752 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2505 }
2754 2506
2755 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2756 { 2508 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2513 else
2763 { 2514 {
2764 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2517 }
2518
2767 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2521 else
2770 { 2522 {
2771 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2525 }
2526
2774 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2529 else
2777 { 2530 {
2778 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2795 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))
2796 op->stats.food = last_food; 2549 op->stats.food = last_food;
2797 } 2550 }
2798 } 2551 }
2552
2799 if (max_sp > 1) 2553 if (max_sp > 1)
2800 { 2554 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2556 if (over_sp > 0)
2803 { 2557 {
2804 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2805 { 2559 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2807 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))
2808 op->stats.sp--; 2563 op->stats.sp--;
2564
2809 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2811 } 2567 }
2812 op->last_sp = 0; 2568 op->last_sp = 0;
2813 } 2569 }
2814 else 2570 else
2815 {
2816 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);
2817 }
2818 } 2572 }
2819 else 2573 else
2820 {
2821 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);
2822 }
2823 } 2575 }
2824 2576
2825 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2826 /* 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. */
2827 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2828 { 2580 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2831 if (max_grace > 1) 2584 if (max_grace > 1)
2832 { 2585 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2587 if (over_grace > 0)
2835 { 2588 {
2863 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2864 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))
2865 op->stats.food = last_food; 2618 op->stats.food = last_food;
2866 } 2619 }
2867 } 2620 }
2621
2868 if (max_hp > 1) 2622 if (max_hp > 1)
2869 { 2623 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2625 if (over_hp > 0)
2872 { 2626 {
2896 2650
2897 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2898 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);
2899 else 2653 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2901 /* dms do not consume food */ 2656 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2658 op->stats.food--;
2904 } 2659 }
2905 }
2906 2660
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2662 {
2909 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2910 2664
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2666 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2917 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.");
2918 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2674 break;
2921 } 2675 }
2922 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2923 flesh = tmp; 2677 flesh = tmp;
2924 } /* End if paid for object */ 2678 } /* End if paid for object */
2925 } /* end of for loop */ 2679 } /* end of for loop */
2680
2926 /* 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
2927 * eat flesh instead. 2682 * eat flesh instead.
2928 */ 2683 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2685 {
2931 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.");
2932 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2933 } 2688 }
2934 } /* end if player is starving */ 2689 }
2935 2690
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2938 2693
2939 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))
2940 kill_player (op); 2695 kill_player (op);
2696 }
2941} 2697}
2942
2943
2944 2698
2945/* 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.
2946 * 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
2947 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2702 * file.
2952{ 2706{
2953 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2954 int x, y; 2708 int x, y;
2955 2709
2956 //int i; 2710 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2958 2712
2959 /* int z; 2713 /* int z;
2960 int num_stats_lose; 2714 int num_stats_lose;
2961 int lost_a_stat; 2715 int lost_a_stat;
2962 int lose_this_stat; 2716 int lose_this_stat;
2978 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!");
2979 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...");
2980 2734
2981 /* restore player */ 2735 /* restore player */
2982 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2738 {
2986 remove_ob (tmp); 2739 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2741 }
2990 2742
2991 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2745 {
2995 remove_ob (tmp); 2746 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2748 }
2999 2749
3000 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2753 op->stats.food = 999;
3004 2754
3005 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2757 {
3009 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2759 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
3012 " 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",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2763 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2767 }
3020 2768
3021 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2771 op->contr->braced = 0;
3049 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3050 return; 2798 return;
3051 } 2799 }
3052 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3053 } 2801 }
2802
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2804
3056 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3057 x = op->x; 2806 x = op->x;
3058 y = op->y; 2807 y = op->y;
3059 map = op->map; 2808 map = op->map;
3060 2809
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * 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.
3066 * 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.
3067 */ 2813 */
3068 2814
3069 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2817 * of death.
3072 */ 2818 */
3073#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3075 { 2821 {
3076 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3077 /* 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
3078 more if they do. */ 2824 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2827 little bit harder. */
3082 /* GD */ 2828 /* GD */
3083 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2830 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2831 else
3089 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3090 num_stats_lose = 1; 2835 num_stats_lose = 1;
3091 } 2836
3092 lost_a_stat = 0; 2837 lost_a_stat = 0;
3093 2838
3094 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3095 { 2840 {
3096 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3097 2842
3098 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3099 { 2844 {
3100 /* 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
3101 * what he lost. 2846 * what he lost.
3102 */ 2847 */
3103 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 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);
3109 } 2866 }
3110 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3111 { 2869 {
3112 /* deplete a stat */ 2870 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3114 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3115 2873 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2874 {
3119 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3121 } 2877
3122 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 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)
3129 { 2884 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2885 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2887 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2888 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2889 else
3164 if (this_stat >= -50)
3165 { 2890 {
3166 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 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"); */
3171 } 2896 }
3172 } 2897 }
3173 } 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 }
3174 } 2917 }
2918 }
2919 }
3175 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2921 if (!lost_a_stat)
3177 { 2922 {
3178 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3181 2926
3182 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3183 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);
3184 else 2929 else
3185 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.");
3186 } 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.");
3187#endif 2934#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2935
3190 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2937 * exp loss on the stone.
3192 */ 2938 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2941 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3198 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);
3199 tmp->msg = buf; 2945 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2948
3203 /**************************************/ 2949 /**************************************/
3204 /* */ 2950 /* */
3205 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3208 /* */ 2954 /* */
3209
3210 /**************************************/ 2955 /**************************************/
3211 2956
3212 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2958 /* restore player */
3214 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
2961
3216 if (tmp) 2962 if (tmp)
3217 { 2963 {
3218 remove_ob (tmp); 2964 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2966 }
3222 2967
3223 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2970 if (tmp)
3226 { 2971 {
3227 remove_ob (tmp); 2972 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2974 }
2975
3231 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3232 2977
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3236 op->stats.food = 900; 2981 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2985
3241 /* 2986 /*
3242 * 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
3243 * 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
3244 * in the map. 2989 * in the map.
3245 */ 2990 */
3246 2991
3247 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3249 2994
3250 /****************************************/ 2995 /****************************************/
3251 /* */ 2996 /* */
3252 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3254 /* */ 2999 /* */
3255
3256 /****************************************/ 3000 /****************************************/
3257 3001
3258 enter_player_savebed (op); 3002 enter_player_savebed (op);
3259 3003
3260 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 3005 * chance of abuse.
3262 */ 3006 */
3263 op->contr->braced = 0; 3007 op->contr->braced = 0;
3264 save_player (op, 1); 3008 op->contr->save ();
3265 3009
3266 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 3013 * on the space that might harm the player.
3270 */ 3014 */
3271 will_kill_again = 0; 3015 will_kill_again = 0;
3272 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)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3276 } 3019
3277 if (will_kill_again) 3020 if (will_kill_again)
3278 { 3021 {
3279 object *force; 3022 object *force;
3280 int at; 3023 int at;
3281 3024
3282 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3027 force->speed = 0.1;
3285 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3032 force->resist[at] = 100;
3291 } 3033
3292 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3293 fix_player (op); 3035 op->update_stats ();
3294 3036
3295 } 3037 }
3296 3038
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 3040}
3366
3367 3041
3368void 3042void
3369loot_object (object *op) 3043loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3372 3046
3373 if (op->container) 3047 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3049
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3379 { 3051 {
3380 next = tmp->below; 3052 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3382 continue; 3055 continue;
3383 remove_ob (tmp); 3056
3057 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3060 { /* empty container to ground */
3387 loot_object (tmp); 3061 loot_object (tmp);
3388 } 3062 }
3389 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)))
3390 { 3064 {
3391 if (tmp->nrof > 1) 3065 if (tmp->nrof > 1)
3392 { 3066 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3068 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3070 }
3397 else 3071 else
3398 free_object (tmp); 3072 tmp->destroy ();
3399 } 3073 }
3400 else 3074 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3076 }
3403} 3077}
3409 */ 3083 */
3410 3084
3411void 3085void
3412fix_weight (void) 3086fix_weight (void)
3413{ 3087{
3414 player *pl; 3088 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3089 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3091
3420 if (old == sum) 3092 if (old == sum)
3421 continue; 3093 continue;
3422 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3423 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);
3424 } 3096 }
3425} 3097}
3426 3098
3427void 3099void
3428fix_luck (void) 3100fix_luck (void)
3429{ 3101{
3430 player *pl; 3102 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3435} 3105}
3436
3437 3106
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3441 */ 3110 */
3442
3443void 3111void
3444cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3445{ 3113{
3446 object *skop, *spob; 3114 object *skop, *spob;
3447 3115
3468 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3469 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);
3470 3138
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3140
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3142}
3477 3143
3478void 3144void
3479make_visible (object *op) 3145make_visible (object *op)
3480{ 3146{
3494 object *tmp = NULL; 3160 object *tmp = NULL;
3495 3161
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3163 return 1;
3498 3164
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3165 return 0;
3505} 3166}
3506 3167
3507/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3596int 3257int
3597stand_near_hostile (object *who) 3258stand_near_hostile (object *who)
3598{ 3259{
3599 object *tmp = NULL; 3260 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3262 maptile *m;
3602 sint16 x, y; 3263 sint16 x, y;
3603 3264
3604 if (!who) 3265 if (!who)
3605 return 0; 3266 return 0;
3606 3267
3623 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3624 continue; 3285 continue;
3625 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)))
3626 continue; 3287 continue;
3627 3288
3628 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)
3629 { 3290 {
3630 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))
3631 return 1; 3292 return 1;
3632 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3633 { 3294 {
3663 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3664 { 3325 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3327 return -1;
3667 } 3328 }
3329
3668 if (!pl || !op) 3330 if (!pl || !op)
3669 return 0; 3331 return 0;
3670 3332
3671 if (op->head)
3672 {
3673 op = op->head; 3333 op = op->head_ ();
3674 } 3334
3675 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3676 3336
3677 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3338 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3687 3347
3688 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3689 * 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
3690 * for any meaningful values. 3350 * for any meaningful values.
3691 */ 3351 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !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)])
3695 return 1; 3355 return 1;
3696 op = op->more; 3356 op = op->more;
3697 } 3357 }
3698 return 0; 3358 return 0;
3699} 3359}
3809 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3810 return; 3470 return;
3811 3471
3812 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++);
3813 3473
3814 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3815 { 3475 {
3816 /* 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]); */
3817 return; 3477 return;
3818 } 3478 }
3819 3479
3885 { 3545 {
3886 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3547 object *skin;
3888 3548
3889 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 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
3891 if (skin == NULL) 3554 if (!skin)
3892 return; 3555 return;
3893 3556
3894 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3559 {

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