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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 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
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 400 set_first_map (pl->ob);
345 401
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 402 return pl;
354} 403}
355 404
356/* 405/*
357 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
367 { 416 {
368 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
369 at = first_archetype; 418 at = first_archetype;
370 else 419 else
371 at = at->next; 420 at = at->next;
421
372 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
373 return at; 423 return at;
424
374 if (at == start) 425 if (at == start)
375 { 426 {
376 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 428 exit (-1);
378 } 429 }
379 } 430 }
380} 431}
381 432
382
383object * 433object *
384get_nearest_player (object *mon) 434get_nearest_player (object *mon)
385{ 435{
386 object *op = NULL; 436 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 437 objectlink *ol;
389 unsigned lastdist; 438 unsigned lastdist;
390 rv_vector rv; 439 rv_vector rv;
391 440
392 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)
424 { 473 {
425 op = ol->ob; 474 op = ol->ob;
426 lastdist = rv.distance; 475 lastdist = rv.distance;
427 } 476 }
428 } 477 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 478
430 { 479 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
435 { 482 {
436 op = pl->ob; 483 op = pl->ob;
437 lastdist = rv.distance; 484 lastdist = rv.distance;
438 } 485 }
439 } 486
440 }
441#if 0 487#if 0
442 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)");
443#endif 489#endif
444 return op; 490 return op;
445} 491}
463 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 511 * is probably not a good thing.
466 */ 512 */
467#define MAX_SPACES 50 513#define MAX_SPACES 50
468
469 514
470/* 515/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 695 {
651 remove_ob (op); 696 op->destroy ();
652 free_object (op);
653 continue; 697 continue;
654 } 698 }
655 } 699 }
656 700
657 /* This really needs to be better - we should really give 701 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 712 if (tmp->type == op->type && tmp->name == op->name)
669 break; 713 break;
670 714
671 if (tmp) 715 if (tmp)
672 { 716 {
673 remove_ob (op); 717 op->destroy ();
674 free_object (op);
675 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);
676 continue; 719 continue;
677 } 720 }
721
678 if (op->nrof > 1) 722 if (op->nrof > 1)
679 op->nrof = 1; 723 op->nrof = 1;
680 } 724 }
681 725
682 if (op->type == SPELLBOOK && op->inv) 726 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 740 }
697 if (op->type == SPELL) 741 if (op->type == SPELL)
698 { 742 {
699 remove_ob (op); 743 op->destroy ();
700 free_object (op);
701 continue; 744 continue;
702 } 745 }
703 else if (op->type == SKILL) 746 else if (op->type == SKILL)
704 { 747 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
715 link_player_skills (pl); 758 link_player_skills (pl);
716} 759}
717 760
718void 761void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
803{ 763{
804 if (party == NULL) 764 if (party == NULL)
805 { 765 {
806 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);
807 return; 767 return;
808 } 768 }
769
809 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
812 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:");
813} 774}
814
815 775
816/* 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. */
817int 777static int
818roll_stat (void) 778roll_stat (void)
819{ 779{
820 int a[4], i, j, k; 780 int a[4], i, j, k;
821 781
822 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 786 if (a[i] < k)
827 k = a[i], j = i; 787 k = a[i], j = i;
828 788
829 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 790 if (i != j)
832 k += a[i]; 791 k += a[i];
833 } 792
834 return k; 793 return k;
835} 794}
836 795
837void 796void
838roll_stats (object *op) 797object::roll_stats ()
839{ 798{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 799 int statsort [7];
843 800
844 do 801 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 802 {
855 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
856 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
857 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 813
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
890 821
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 822 stats.exp = 0;
902 op->stats.ac = 0; 823 stats.ac = 0;
903 824
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
913} 837}
914 838
915void 839void
916Roll_Again (object *op) 840object::swap_stats (int a, int b)
917{ 841{
918 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 845
923void 846 stats.Str = contr->orig_stats.Str;
924Swap_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)
925{ 878{
926 signed char tmp;
927 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
928 880
929 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 885}
1044 886
1045/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1049 * not the class. 891 * not the class.
1050 */ 892 */
1051
1052int 893int
1053key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1054{ 895{
1055 int tmp_loop; 896 int tmp_loop;
1056 897
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1064 { 899 {
1065 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1066 901
1067 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1069 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);
1070 908
1071 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1073 911
1074 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1075 913
1076 if (op->msg) 914 if (op->msg)
1077 op->msg = NULL; 915 op->msg = NULL;
1078 916
1079 /* 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
1088 start_info (op); 926 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 929 link_player_skills (op);
1092 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1093 fix_player (op); 931 op->update_stats ();
1094 932
1095 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1096 * is one for this race 934 * is one for this race
1097 */ 935 */
1098 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1099 { 937 {
1100 object *tmp; 938 object *tmp;
1101 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1102 940
1103 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);
1104 tmp = get_object (); 942 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1110 * default initial map */ 948 * default initial map */
1111 free_object (tmp); 949 tmp->destroy ();
1112 } 950 }
1113 else 951 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 953
1117 return 0; 954 return 0;
1118 } 955 }
1119 956
1120 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1125 while (!tmp_loop) 962 while (!tmp_loop)
1126 { 963 {
1127 shstr name = op->name; 964 shstr name = op->name;
1128 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1129 966
1130 remove_statbonus (op); 967 op->remove_statbonus ();
1131 remove_ob (op); 968 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1134 op->instantiate (); 971 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1137 op->x = x; 974 op->x = x;
1138 op->y = y; 975 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 979 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1144 } 981 }
1145 982
1146 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 985 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 988 op->stats.grace = 0;
1152 989
1153 if (op->msg) 990 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 992
1156 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");
1157 return 0; 994 return 0;
1158} 995}
1159 996
1160int 997int
1161key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1162{ 999{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 { 1001 {
1167 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1; 1004 return 1;
1170 } 1005 }
1171 1006
1172 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1174 1009
1010 op->contr->enable_save = false;
1011
1175 terminate_all_pets (op); 1012 terminate_all_pets (op);
1176 leave_map (op); 1013 op->remove ();
1177 op->direction = 0; 1014 op->direction = 0;
1178 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);
1179 1016
1180 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1181 check_score (op); 1018 check_score (op);
1182 op->contr->party = NULL; 1019 op->contr->party = 0;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1185 1022
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1; 1023 return 1;
1207} 1024}
1208 1025
1209void 1026void
1210flee_player (object *op) 1027flee_player (object *op)
1241 { 1058 {
1242 op->enemy = NULL; 1059 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1061 return;
1245 } 1062 }
1063
1246 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1247 1065
1248 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1250 { 1068 {
1251 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1252 1070
1253 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)))
1254 {
1255 return; 1072 return;
1256 }
1257 } 1073 }
1074
1258 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1077 op->enemy = NULL;
1261} 1078}
1262 1079
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1167 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1172 }
1173
1384 /* philosophy: 1174 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1179 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1818 if (!dir) 1608 if (!dir)
1819 { 1609 {
1820 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!");
1821 return 0; 1611 return 0;
1822 } 1612 }
1613
1823 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1825 else 1616 else
1826 { 1617 {
1827 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1835 { 1626 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1628 return 0;
1838 } 1629 }
1839 } 1630 }
1631
1840 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1841 { 1633 {
1842 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);
1843 return 0; 1635 return 0;
1844 } 1636 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1639
1848 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1851 if (bowspeed < 1) 1644 if (bowspeed < 1)
1852 bowspeed = 1; 1645 bowspeed = 1;
1853 1646
1854 if (arrow == NULL) 1647 if (arrow == NULL)
1855 { 1648 {
1861 else 1654 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1656 return 0;
1864 } 1657 }
1865 } 1658 }
1659
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1662 return 0;
1870 } 1663
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1665 {
1873 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.");
1874 return 0; 1667 return 0;
1875 } 1668 }
1876 1669
1877 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1671 if (arrow->nrof == 0)
1879 { 1672 {
1880 remove_ob (arrow); 1673 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1674 return 0;
1883 } 1675 }
1884 1676
1885 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1679 if (!arrow)
1888 { 1680 {
1889 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);
1890 return 0; 1682 return 0;
1891 } 1683 }
1892 set_owner (arrow, op); 1684
1685 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1687 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1688
1899 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1900 { 1690 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1692 op->update_stats ();
1903 } 1693 }
1904 1694
1905 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1911 1701
1912 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1913 * 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.
1914 */ 1704 */
1915 1705
1917 1707
1918 /* update the speed */ 1708 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 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;
1921 1711
1922 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1926 1714
1927 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1928 { 1716 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1939 } 1727 }
1940 1728
1941 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1943 1731
1944 if (bow->slaying != NULL) 1732 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1946 1734
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1737
1951 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);
1952 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1953 1740
1954 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1742 move_arrow (arrow);
1956 1743
1957 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1983 } 1770 }
1984 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)
1985 { 1772 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1774 wcmod = -1;
1775
1988 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);
1989 } 1777 }
1990 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1991 { 1779 {
1992 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);
2062 1850
2063 if (item->arch) 1851 if (item->arch)
2064 { 1852 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2067 item->speed = 0; 1855 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1856 }
1857
2070 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1860 }
2073 } 1861 }
2074 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1863 drain_rod_charge (item);
2077 }
2078 } 1864 }
2079} 1865}
2080 1866
2081/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2082 */ 1868 */
2105 case range_misc: 1891 case range_misc:
2106 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2107 return; 1893 return;
2108 1894
2109 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2110 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))
2111 { 1897 {
2112 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 } 1900 }
2116 else 1901 else
2117 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2118 return; 1903 return;
2119 1904
2226 * 0 otherwise 2011 * 0 otherwise
2227 */ 2012 */
2228static int 2013static int
2229player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2230{ 2015{
2231
2232 /* 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,
2233 * 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 -
2234 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2235 */ 2019 */
2236 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2274 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2278 */ 2062 */
2279
2280void 2063void
2281move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2282{ 2065{
2283 object *tmp, *mon; 2066 object *tmp, *mon;
2284 sint16 nx, ny; 2067 sint16 nx, ny;
2286 maptile *m; 2069 maptile *m;
2287 2070
2288 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2290 2073
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2292 2075
2293 /* 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
2294 * 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
2295 * 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
2296 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2308 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2309 } 2092 }
2310 else 2093 else
2311 m = op->map; 2094 m = op->map;
2312 2095
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2314 { 2097 {
2315 /* 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"); */
2316 return; 2099 return;
2317 } 2100 }
2318 2101
2319 mon = NULL; 2102 mon = 0;
2320 /* 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
2321 * 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.
2322 * 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
2323 * on the space 2106 * on the space
2324 */ 2107 */
2325 while (tmp != NULL) 2108 while (tmp)
2326 { 2109 {
2327 if (tmp == op) 2110 if (tmp == op)
2328 { 2111 {
2329 tmp = tmp->above; 2112 tmp = tmp->above;
2330 continue; 2113 continue;
2340 mon = tmp; 2123 mon = tmp;
2341 2124
2342 tmp = tmp->above; 2125 tmp = tmp->above;
2343 } 2126 }
2344 2127
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2129 return; /* into a wall */
2347 2130
2348 if (mon->head != NULL) 2131 if (mon->head)
2349 mon = mon->head; 2132 mon = mon->head;
2350 2133
2351 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))
2352 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2353 return; 2136 return;
2365 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2366 */ 2149 */
2367 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2368#if COZY_SERVER 2151#if COZY_SERVER
2369 && 2152 &&
2370 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2371 && 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)
2372#else 2155#else
2373 && get_owner (mon) == op 2156 && mon->owner == op
2374#endif 2157#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2159 {
2377 /* 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 */
2378 if (op->contr->braced) 2161 if (op->contr->braced)
2390 * attack them either. 2173 * attack them either.
2391 */ 2174 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2393 (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)) && (
2394#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2395 (op->contr->peaceful 2178 (op->contr->peaceful
2396 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2397 && mon->contr-> 2180 && mon->contr->
2398 peaceful)) && 2181 peaceful)) &&
2399#else 2182#else
2400 op->contr->peaceful && 2183 op->contr->peaceful &&
2401#endif 2184#endif
2402 !on_battleground)) 2185 !on_battleground))
2403 { 2186 {
2404 if (!op->contr->braced) 2187 if (!op->contr->braced)
2405 { 2188 {
2406 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);
2407 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2408 } 2191 }
2409 else 2192 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2194
2413 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2196 make_visible (op);
2415 } 2197 }
2416 2198
2417 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2446 2228
2447 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 */
2448 } 2230 }
2449 2231
2450 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2451 2233
2452 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2455 * the wiz. 2237 * the wiz.
2457 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))
2458 { 2240 {
2459 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2460 2242
2461 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2463 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2464 } 2246 }
2247
2465 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2466 make_visible (op); 2249 make_visible (op);
2467 } 2250 }
2468 } /* if player should attack something */ 2251 } /* if player should attack something */
2469} 2252}
2504 2287
2505 /* 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
2506 * server can handle repeat firing. 2289 * server can handle repeat firing.
2507 */ 2290 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2292 op->direction = dir;
2511 }
2512 else 2293 else
2513 {
2514 op->direction = 0; 2294 op->direction = 0;
2515 } 2295
2516 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2298 * for players.
2519 */ 2299 */
2520 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2565 /* 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
2566 * 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
2567 * 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
2568 * 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.
2569 */ 2349 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((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))
2572 {
2573 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2574 op->contr->golem_count = 0;
2575 }
2576 2352
2577 /* 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
2578 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2355 * called, so we recheck it here.
2580 */ 2356 */
2581 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2582 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2583 return 0; 2360 return 0;
2584 2361
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2363 {
2595 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2596 return 1; 2373 return 1;
2597 else 2374 else
2598 return 0; 2375 return 0;
2599 } 2376 }
2377
2600 return 0; 2378 return 0;
2601} 2379}
2602 2380
2603int 2381int
2604save_life (object *op) 2382save_life (object *op)
2605{ 2383{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2385 return 0;
2610 2386
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2389 {
2614 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);
2615 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
2616 if (op->contr) 2393 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2394 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2395
2619 free_object (tmp); 2396 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2621 if (op->stats.hp < 0) 2399 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2401
2623 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2624 op->stats.food = 999; 2403 op->stats.food = 999;
2625 fix_player (op); 2404
2405 op->update_stats ();
2626 return 1; 2406 return 1;
2627 } 2407 }
2408
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2412 return 0;
2632} 2413}
2641{ 2422{
2642 object *next; 2423 object *next;
2643 2424
2644 while (op) 2425 while (op)
2645 { 2426 {
2646 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' */
2647 * we remove object 'op' 2428
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2430 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2657 } 2435 }
2658 else if (op->inv) 2436 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2660 op = next; 2439 op = next;
2661 } 2440 }
2662} 2441}
2663
2664 2442
2665/* 2443/*
2666 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2460 else
2683 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2464 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2687 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);
2688 else 2467 else
2689 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
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2471 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2693 { 2473 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2476 strcat (buf2, buf);
2697 } 2477 }
2478
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2701 return buf2; 2483 return buf2;
2702} 2484}
2703
2704
2705 2485
2706void 2486void
2707do_some_living (object *op) 2487do_some_living (object *op)
2708{ 2488{
2709 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2718 const int max_grace = 1; 2498 const int max_grace = 1;
2719 2499
2720 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2721 { 2501 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 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)
2724 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2725 } 2505 }
2726 2506
2727 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2728 { 2508 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2513 else
2735 { 2514 {
2736 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2517 }
2518
2739 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2521 else
2742 { 2522 {
2743 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2525 }
2526
2746 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2529 else
2749 { 2530 {
2750 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2766 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2767 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))
2768 op->stats.food = last_food; 2549 op->stats.food = last_food;
2769 } 2550 }
2770 } 2551 }
2552
2771 if (max_sp > 1) 2553 if (max_sp > 1)
2772 { 2554 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2556 if (over_sp > 0)
2775 { 2557 {
2776 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2777 { 2559 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2779 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))
2780 op->stats.sp--; 2563 op->stats.sp--;
2564
2781 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2783 } 2567 }
2784 op->last_sp = 0; 2568 op->last_sp = 0;
2785 } 2569 }
2786 else 2570 else
2787 {
2788 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);
2789 }
2790 } 2572 }
2791 else 2573 else
2792 {
2793 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);
2794 }
2795 } 2575 }
2796 2576
2797 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2798 /* 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. */
2799 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2800 { 2580 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2803 if (max_grace > 1) 2584 if (max_grace > 1)
2804 { 2585 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2587 if (over_grace > 0)
2807 { 2588 {
2835 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2836 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))
2837 op->stats.food = last_food; 2618 op->stats.food = last_food;
2838 } 2619 }
2839 } 2620 }
2621
2840 if (max_hp > 1) 2622 if (max_hp > 1)
2841 { 2623 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2625 if (over_hp > 0)
2844 { 2626 {
2868 2650
2869 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2870 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);
2871 else 2653 else
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2873 /* dms do not consume food */ 2656 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2658 op->stats.food--;
2876 } 2659 }
2877 }
2878 2660
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2662 {
2881 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2882 2664
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 { 2666 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2889 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.");
2890 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2674 break;
2893 } 2675 }
2894 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2895 flesh = tmp; 2677 flesh = tmp;
2896 } /* End if paid for object */ 2678 } /* End if paid for object */
2897 } /* end of for loop */ 2679 } /* end of for loop */
2680
2898 /* 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
2899 * eat flesh instead. 2682 * eat flesh instead.
2900 */ 2683 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2685 {
2903 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.");
2904 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2905 } 2688 }
2906 } /* end if player is starving */ 2689 }
2907 2690
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2910 2693
2911 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))
2912 kill_player (op); 2695 kill_player (op);
2696 }
2913} 2697}
2914
2915
2916 2698
2917/* 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.
2918 * 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
2919 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2702 * file.
2950 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!");
2951 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...");
2952 2734
2953 /* restore player */ 2735 /* restore player */
2954 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2738 {
2958 remove_ob (tmp); 2739 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2741 }
2962 2742
2963 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2745 {
2967 remove_ob (tmp); 2746 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2748 }
2971 2749
2972 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2753 op->stats.food = 999;
2976 2754
2977 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2757 {
2981 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2759 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2984 " 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",
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2763 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2989 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2767 }
2992 2768
2993 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2771 op->contr->braced = 0;
3021 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3022 return; 2798 return;
3023 } 2799 }
3024 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3025 } 2801 }
2802
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3027 2804
3028 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3029 x = op->x; 2806 x = op->x;
3030 y = op->y; 2807 y = op->y;
3031 map = op->map; 2808 map = op->map;
3032 2809
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * 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.
3038 * 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.
3039 */ 2813 */
3040 2814
3041 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2817 * of death.
3044 */ 2818 */
3045#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3047 { 2821 {
3048 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3049 /* 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
3050 more if they do. */ 2824 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2827 little bit harder. */
3054 /* GD */ 2828 /* GD */
3055 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2830 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2831 else
3061 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3062 num_stats_lose = 1; 2835 num_stats_lose = 1;
3063 } 2836
3064 lost_a_stat = 0; 2837 lost_a_stat = 0;
3065 2838
3066 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3067 { 2840 {
3068 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3069 2842
3070 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3071 { 2844 {
3072 /* 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
3073 * what he lost. 2846 * what he lost.
3074 */ 2847 */
3075 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 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);
3081 } 2866 }
3082 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3083 { 2869 {
3084 /* deplete a stat */ 2870 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3086 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3087 2873 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2874 {
3091 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3093 } 2877
3094 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 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)
3101 { 2884 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2885 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2887 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2888 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2889 else
3136 if (this_stat >= -50)
3137 { 2890 {
3138 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 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"); */
3143 } 2896 }
3144 } 2897 }
3145 } 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 }
3146 } 2917 }
2918 }
2919 }
3147 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2921 if (!lost_a_stat)
3149 { 2922 {
3150 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3153 2926
3154 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3155 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);
3156 else 2929 else
3157 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.");
3158 } 2931 }
3159#else 2932#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2934#endif
3162 2935
3163 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2937 * exp loss on the stone.
3165 */ 2938 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2941 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3171 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);
3172 tmp->msg = buf; 2945 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2948
3176 /**************************************/ 2949 /**************************************/
3177 /* */ 2950 /* */
3178 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3181 /* */ 2954 /* */
3182 /**************************************/ 2955 /**************************************/
3183 2956
3184 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2958 /* restore player */
3186 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
2961
3188 if (tmp) 2962 if (tmp)
3189 { 2963 {
3190 remove_ob (tmp); 2964 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2966 }
3194 2967
3195 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2970 if (tmp)
3198 { 2971 {
3199 remove_ob (tmp); 2972 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2974 }
3203 2975
3204 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3205 2977
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3209 op->stats.food = 900; 2981 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2985
3214 /* 2986 /*
3215 * 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
3216 * 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
3217 * in the map. 2989 * in the map.
3218 */ 2990 */
3219 2991
3220 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3222 2994
3223 /****************************************/ 2995 /****************************************/
3224 /* */ 2996 /* */
3225 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3227 /* */ 2999 /* */
3228 /****************************************/ 3000 /****************************************/
3229 3001
3230 enter_player_savebed (op); 3002 enter_player_savebed (op);
3231 3003
3232 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3233 * chance of abuse. 3005 * chance of abuse.
3234 */ 3006 */
3235 op->contr->braced = 0; 3007 op->contr->braced = 0;
3236 save_player (op, 1); 3008 op->contr->save ();
3237 3009
3238 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 3013 * on the space that might harm the player.
3242 */ 3014 */
3243 will_kill_again = 0; 3015 will_kill_again = 0;
3244 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)
3245 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3247 3019
3248 if (will_kill_again) 3020 if (will_kill_again)
3249 { 3021 {
3250 object *force; 3022 object *force;
3251 int at; 3023 int at;
3252 3024
3253 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 3027 force->speed = 0.1;
3256 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3257 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 3032 force->resist[at] = 100;
3261 3033
3262 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3263 fix_player (op); 3035 op->update_stats ();
3264 3036
3265 } 3037 }
3266 3038
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 {
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275
3276 op->contr->party = NULL;
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 3040}
3336
3337 3041
3338void 3042void
3339loot_object (object *op) 3043loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3342 3046
3343 if (op->container) 3047 if (op->container)
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3346 }
3347 3049
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3349 { 3051 {
3350 next = tmp->below; 3052 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3352 continue; 3055 continue;
3353 remove_ob (tmp); 3056
3057 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3355 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 3060 { /* empty container to ground */
3357 loot_object (tmp); 3061 loot_object (tmp);
3358 } 3062 }
3359 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)))
3360 { 3064 {
3361 if (tmp->nrof > 1) 3065 if (tmp->nrof > 1)
3362 { 3066 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 3068 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 3070 }
3367 else 3071 else
3368 free_object (tmp); 3072 tmp->destroy ();
3369 } 3073 }
3370 else 3074 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 3076 }
3373} 3077}
3379 */ 3083 */
3380 3084
3381void 3085void
3382fix_weight (void) 3086fix_weight (void)
3383{ 3087{
3384 player *pl; 3088 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 3089 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 3091
3390 if (old == sum) 3092 if (old == sum)
3391 continue; 3093 continue;
3392 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3393 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);
3394 } 3096 }
3395} 3097}
3396 3098
3397void 3099void
3398fix_luck (void) 3100fix_luck (void)
3399{ 3101{
3400 player *pl; 3102 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3405} 3105}
3406
3407 3106
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3411 */ 3110 */
3412
3413void 3111void
3414cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3415{ 3113{
3416 object *skop, *spob; 3114 object *skop, *spob;
3417 3115
3438 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3439 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);
3440 3138
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3140
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3142}
3447 3143
3448void 3144void
3449make_visible (object *op) 3145make_visible (object *op)
3450{ 3146{
3464 object *tmp = NULL; 3160 object *tmp = NULL;
3465 3161
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3467 return 1; 3163 return 1;
3468 3164
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 3165 return 0;
3475} 3166}
3476 3167
3477/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3593 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3594 continue; 3285 continue;
3595 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)))
3596 continue; 3287 continue;
3597 3288
3598 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)
3599 { 3290 {
3600 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))
3601 return 1; 3292 return 1;
3602 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3603 { 3294 {
3633 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3634 { 3325 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3327 return -1;
3637 } 3328 }
3329
3638 if (!pl || !op) 3330 if (!pl || !op)
3639 return 0; 3331 return 0;
3640 3332
3641 if (op->head)
3642 {
3643 op = op->head; 3333 op = op->head_ ();
3644 } 3334
3645 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3646 3336
3647 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3338 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3657 3347
3658 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3659 * 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
3660 * for any meaningful values. 3350 * for any meaningful values.
3661 */ 3351 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !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)])
3665 return 1; 3355 return 1;
3666 op = op->more; 3356 op = op->more;
3667 } 3357 }
3668 return 0; 3358 return 0;
3669} 3359}
3779 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3780 return; 3470 return;
3781 3471
3782 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++);
3783 3473
3784 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3785 { 3475 {
3786 /* 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]); */
3787 return; 3477 return;
3788 } 3478 }
3789 3479
3855 { 3545 {
3856 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3547 object *skin;
3858 3548
3859 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3860 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
3861 if (skin == NULL) 3554 if (!skin)
3862 return; 3555 return;
3863 3556
3864 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3559 {

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