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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 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 */
2225 * 0 otherwise 2011 * 0 otherwise
2226 */ 2012 */
2227static int 2013static int
2228player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2229{ 2015{
2230
2231 /* 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,
2232 * 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 -
2233 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2234 */ 2019 */
2235 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2273 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2277 */ 2062 */
2278
2279void 2063void
2280move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2281{ 2065{
2282 object *tmp, *mon; 2066 object *tmp, *mon;
2283 sint16 nx, ny; 2067 sint16 nx, ny;
2285 maptile *m; 2069 maptile *m;
2286 2070
2287 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2289 2073
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2291 2075
2292 /* 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
2293 * 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
2294 * 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
2295 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2307 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2308 } 2092 }
2309 else 2093 else
2310 m = op->map; 2094 m = op->map;
2311 2095
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2313 { 2097 {
2314 /* 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"); */
2315 return; 2099 return;
2316 } 2100 }
2317 2101
2318 mon = NULL; 2102 mon = 0;
2319 /* 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
2320 * 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.
2321 * 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
2322 * on the space 2106 * on the space
2323 */ 2107 */
2324 while (tmp != NULL) 2108 while (tmp)
2325 { 2109 {
2326 if (tmp == op) 2110 if (tmp == op)
2327 { 2111 {
2328 tmp = tmp->above; 2112 tmp = tmp->above;
2329 continue; 2113 continue;
2339 mon = tmp; 2123 mon = tmp;
2340 2124
2341 tmp = tmp->above; 2125 tmp = tmp->above;
2342 } 2126 }
2343 2127
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2129 return; /* into a wall */
2346 2130
2347 if (mon->head != NULL) 2131 if (mon->head)
2348 mon = mon->head; 2132 mon = mon->head;
2349 2133
2350 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))
2351 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2352 return; 2136 return;
2364 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2365 */ 2149 */
2366 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2367#if COZY_SERVER 2151#if COZY_SERVER
2368 && 2152 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2370 && 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)
2371#else 2155#else
2372 && get_owner (mon) == op 2156 && mon->owner == op
2373#endif 2157#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2159 {
2376 /* 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 */
2377 if (op->contr->braced) 2161 if (op->contr->braced)
2389 * attack them either. 2173 * attack them either.
2390 */ 2174 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (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)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2178 (op->contr->peaceful
2395 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2396 && mon->contr-> 2180 && mon->contr->
2397 peaceful)) && 2181 peaceful)) &&
2398#else 2182#else
2399 op->contr->peaceful && 2183 op->contr->peaceful &&
2400#endif 2184#endif
2401 !on_battleground)) 2185 !on_battleground))
2402 { 2186 {
2403 if (!op->contr->braced) 2187 if (!op->contr->braced)
2404 { 2188 {
2405 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);
2406 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2407 } 2191 }
2408 else 2192 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2194
2412 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2196 make_visible (op);
2414 } 2197 }
2415 2198
2416 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2228
2446 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 */
2447 } 2230 }
2448 2231
2449 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2450 2233
2451 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2237 * the wiz.
2456 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))
2457 { 2240 {
2458 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2459 2242
2460 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2463 } 2246 }
2247
2464 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2465 make_visible (op); 2249 make_visible (op);
2466 } 2250 }
2467 } /* if player should attack something */ 2251 } /* if player should attack something */
2468} 2252}
2503 2287
2504 /* 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
2505 * server can handle repeat firing. 2289 * server can handle repeat firing.
2506 */ 2290 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2292 op->direction = dir;
2510 }
2511 else 2293 else
2512 {
2513 op->direction = 0; 2294 op->direction = 0;
2514 } 2295
2515 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2298 * for players.
2518 */ 2299 */
2519 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2571 2352
2572 /* 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
2573 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2355 * called, so we recheck it here.
2575 */ 2356 */
2576 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2577 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2578 return 0; 2360 return 0;
2579 2361
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2363 {
2590 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2591 return 1; 2373 return 1;
2592 else 2374 else
2593 return 0; 2375 return 0;
2594 } 2376 }
2377
2595 return 0; 2378 return 0;
2596} 2379}
2597 2380
2598int 2381int
2599save_life (object *op) 2382save_life (object *op)
2600{ 2383{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2385 return 0;
2605 2386
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2389 {
2609 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);
2610 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
2611 if (op->contr) 2393 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2394 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2395
2614 free_object (tmp); 2396 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2616 if (op->stats.hp < 0) 2399 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2401
2618 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2619 op->stats.food = 999; 2403 op->stats.food = 999;
2620 fix_player (op); 2404
2405 op->update_stats ();
2621 return 1; 2406 return 1;
2622 } 2407 }
2408
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2412 return 0;
2627} 2413}
2636{ 2422{
2637 object *next; 2423 object *next;
2638 2424
2639 while (op) 2425 while (op)
2640 { 2426 {
2641 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' */
2642 * we remove object 'op' 2428
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2430 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2652 } 2435 }
2653 else if (op->inv) 2436 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2655 op = next; 2439 op = next;
2656 } 2440 }
2657} 2441}
2658
2659 2442
2660/* 2443/*
2661 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2460 else
2678 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2464 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2682 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);
2683 else 2467 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2471 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2688 { 2473 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2476 strcat (buf2, buf);
2692 } 2477 }
2478
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2696 return buf2; 2483 return buf2;
2697} 2484}
2698
2699
2700 2485
2701void 2486void
2702do_some_living (object *op) 2487do_some_living (object *op)
2703{ 2488{
2704 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2713 const int max_grace = 1; 2498 const int max_grace = 1;
2714 2499
2715 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2716 { 2501 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 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)
2719 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2505 }
2721 2506
2722 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2723 { 2508 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2513 else
2730 { 2514 {
2731 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2517 }
2518
2734 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2521 else
2737 { 2522 {
2738 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2525 }
2526
2741 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2529 else
2744 { 2530 {
2745 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2549 op->stats.food = last_food;
2764 } 2550 }
2765 } 2551 }
2552
2766 if (max_sp > 1) 2553 if (max_sp > 1)
2767 { 2554 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2556 if (over_sp > 0)
2770 { 2557 {
2771 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2772 { 2559 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2774 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))
2775 op->stats.sp--; 2563 op->stats.sp--;
2564
2776 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2778 } 2567 }
2779 op->last_sp = 0; 2568 op->last_sp = 0;
2780 } 2569 }
2781 else 2570 else
2782 {
2783 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);
2784 }
2785 } 2572 }
2786 else 2573 else
2787 {
2788 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);
2789 }
2790 } 2575 }
2791 2576
2792 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2795 { 2580 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2798 if (max_grace > 1) 2584 if (max_grace > 1)
2799 { 2585 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2587 if (over_grace > 0)
2802 { 2588 {
2830 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2618 op->stats.food = last_food;
2833 } 2619 }
2834 } 2620 }
2621
2835 if (max_hp > 1) 2622 if (max_hp > 1)
2836 { 2623 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2625 if (over_hp > 0)
2839 { 2626 {
2863 2650
2864 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2653 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2868 /* dms do not consume food */ 2656 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2658 op->stats.food--;
2871 } 2659 }
2872 }
2873 2660
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2662 {
2876 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2877 2664
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2666 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2674 break;
2888 } 2675 }
2889 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2890 flesh = tmp; 2677 flesh = tmp;
2891 } /* End if paid for object */ 2678 } /* End if paid for object */
2892 } /* end of for loop */ 2679 } /* end of for loop */
2680
2893 /* 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
2894 * eat flesh instead. 2682 * eat flesh instead.
2895 */ 2683 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2685 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2900 } 2688 }
2901 } /* end if player is starving */ 2689 }
2902 2690
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2905 2693
2906 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))
2907 kill_player (op); 2695 kill_player (op);
2696 }
2908} 2697}
2909
2910
2911 2698
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2702 * file.
2945 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!");
2946 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...");
2947 2734
2948 /* restore player */ 2735 /* restore player */
2949 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2738 {
2953 remove_ob (tmp); 2739 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2741 }
2957 2742
2958 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2745 {
2962 remove_ob (tmp); 2746 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2748 }
2966 2749
2967 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2753 op->stats.food = 999;
2971 2754
2972 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2757 {
2976 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2759 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2979 " 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",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2763 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2984 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2767 }
2987 2768
2988 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2771 op->contr->braced = 0;
3016 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3017 return; 2798 return;
3018 } 2799 }
3019 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3020 } 2801 }
2802
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2804
3023 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3024 x = op->x; 2806 x = op->x;
3025 y = op->y; 2807 y = op->y;
3026 map = op->map; 2808 map = op->map;
3027 2809
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * 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.
3033 * 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.
3034 */ 2813 */
3035 2814
3036 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2817 * of death.
3039 */ 2818 */
3040#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3042 { 2821 {
3043 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3044 /* 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
3045 more if they do. */ 2824 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2827 little bit harder. */
3049 /* GD */ 2828 /* GD */
3050 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2830 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2831 else
3056 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3057 num_stats_lose = 1; 2835 num_stats_lose = 1;
3058 } 2836
3059 lost_a_stat = 0; 2837 lost_a_stat = 0;
3060 2838
3061 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3062 { 2840 {
3063 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3064 2842
3065 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3066 { 2844 {
3067 /* 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
3068 * what he lost. 2846 * what he lost.
3069 */ 2847 */
3070 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 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);
3076 } 2866 }
3077 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3078 { 2869 {
3079 /* deplete a stat */ 2870 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3081 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3082 2873 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2874 {
3086 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3088 } 2877
3089 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 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)
3096 { 2884 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2885 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2887 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2888 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2889 else
3131 if (this_stat >= -50)
3132 { 2890 {
3133 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 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"); */
3138 } 2896 }
3139 } 2897 }
3140 } 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 }
3141 } 2917 }
2918 }
2919 }
3142 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2921 if (!lost_a_stat)
3144 { 2922 {
3145 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3148 2926
3149 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3150 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);
3151 else 2929 else
3152 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.");
3153 } 2931 }
3154#else 2932#else
3155 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.");
3156#endif 2934#endif
3157 2935
3158 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2937 * exp loss on the stone.
3160 */ 2938 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2941 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3166 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);
3167 tmp->msg = buf; 2945 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2948
3171 /**************************************/ 2949 /**************************************/
3172 /* */ 2950 /* */
3173 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3176 /* */ 2954 /* */
3177 /**************************************/ 2955 /**************************************/
3178 2956
3179 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2958 /* restore player */
3181 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
2961
3183 if (tmp) 2962 if (tmp)
3184 { 2963 {
3185 remove_ob (tmp); 2964 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2966 }
3189 2967
3190 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2970 if (tmp)
3193 { 2971 {
3194 remove_ob (tmp); 2972 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2974 }
3198 2975
3199 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3200 2977
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3204 op->stats.food = 900; 2981 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2985
3209 /* 2986 /*
3210 * 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
3211 * 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
3212 * in the map. 2989 * in the map.
3213 */ 2990 */
3214 2991
3215 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3217 2994
3218 /****************************************/ 2995 /****************************************/
3219 /* */ 2996 /* */
3220 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3222 /* */ 2999 /* */
3223 /****************************************/ 3000 /****************************************/
3224 3001
3225 enter_player_savebed (op); 3002 enter_player_savebed (op);
3226 3003
3227 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3228 * chance of abuse. 3005 * chance of abuse.
3229 */ 3006 */
3230 op->contr->braced = 0; 3007 op->contr->braced = 0;
3231 save_player (op, 1); 3008 op->contr->save ();
3232 3009
3233 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 3013 * on the space that might harm the player.
3237 */ 3014 */
3238 will_kill_again = 0; 3015 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3242 3019
3243 if (will_kill_again) 3020 if (will_kill_again)
3244 { 3021 {
3245 object *force; 3022 object *force;
3246 int at; 3023 int at;
3247 3024
3248 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 3027 force->speed = 0.1;
3251 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 3032 force->resist[at] = 100;
3256 3033
3257 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3258 fix_player (op); 3035 op->update_stats ();
3259 3036
3260 } 3037 }
3261 3038
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 3040}
3332
3333 3041
3334void 3042void
3335loot_object (object *op) 3043loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3338 3046
3339 if (op->container) 3047 if (op->container)
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3342 }
3343 3049
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3345 { 3051 {
3346 next = tmp->below; 3052 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3348 continue; 3055 continue;
3349 remove_ob (tmp); 3056
3057 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3351 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 3060 { /* empty container to ground */
3353 loot_object (tmp); 3061 loot_object (tmp);
3354 } 3062 }
3355 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)))
3356 { 3064 {
3357 if (tmp->nrof > 1) 3065 if (tmp->nrof > 1)
3358 { 3066 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 3068 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 3070 }
3363 else 3071 else
3364 free_object (tmp); 3072 tmp->destroy ();
3365 } 3073 }
3366 else 3074 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 3076 }
3369} 3077}
3375 */ 3083 */
3376 3084
3377void 3085void
3378fix_weight (void) 3086fix_weight (void)
3379{ 3087{
3380 player *pl; 3088 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 3089 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 3091
3386 if (old == sum) 3092 if (old == sum)
3387 continue; 3093 continue;
3388 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3389 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);
3390 } 3096 }
3391} 3097}
3392 3098
3393void 3099void
3394fix_luck (void) 3100fix_luck (void)
3395{ 3101{
3396 player *pl; 3102 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3401} 3105}
3402
3403 3106
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3407 */ 3110 */
3408
3409void 3111void
3410cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3411{ 3113{
3412 object *skop, *spob; 3114 object *skop, *spob;
3413 3115
3434 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3435 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);
3436 3138
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3140
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3142}
3443 3143
3444void 3144void
3445make_visible (object *op) 3145make_visible (object *op)
3446{ 3146{
3460 object *tmp = NULL; 3160 object *tmp = NULL;
3461 3161
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3163 return 1;
3464 3164
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3165 return 0;
3471} 3166}
3472 3167
3473/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3589 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3590 continue; 3285 continue;
3591 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)))
3592 continue; 3287 continue;
3593 3288
3594 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)
3595 { 3290 {
3596 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))
3597 return 1; 3292 return 1;
3598 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3599 { 3294 {
3629 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3630 { 3325 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3327 return -1;
3633 } 3328 }
3329
3634 if (!pl || !op) 3330 if (!pl || !op)
3635 return 0; 3331 return 0;
3636 3332
3637 if (op->head)
3638 {
3639 op = op->head; 3333 op = op->head_ ();
3640 } 3334
3641 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3642 3336
3643 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3338 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3653 3347
3654 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3655 * 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
3656 * for any meaningful values. 3350 * for any meaningful values.
3657 */ 3351 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !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)])
3661 return 1; 3355 return 1;
3662 op = op->more; 3356 op = op->more;
3663 } 3357 }
3664 return 0; 3358 return 0;
3665} 3359}
3775 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3776 return; 3470 return;
3777 3471
3778 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++);
3779 3473
3780 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3781 { 3475 {
3782 /* 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]); */
3783 return; 3477 return;
3784 } 3478 }
3785 3479
3851 { 3545 {
3852 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3547 object *skin;
3854 3548
3855 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 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
3857 if (skin == NULL) 3554 if (!skin)
3858 return; 3555 return;
3859 3556
3860 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3559 {

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