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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

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#include <pwd.h> 25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36player *
41find_player (const char *plname) 37find_player (const char *plname)
42{ 38{
43 player *pl; 39 for_all_players (pl)
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
48 return pl; 41 return pl;
49 }; 42
50 return NULL; 43 return 0;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77} 44}
78 45
79void 46void
80display_motd (const object *op) 47display_motd (const object *op)
81{ 48{
85 int comp; 52 int comp;
86 int size; 53 int size;
87 54
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 57 return;
92 } 58
93 motd[0] = '\0'; 59 motd[0] = '\0';
94 size = 0; 60 size = 0;
61
95 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
96 { 63 {
97 if (*buf == '#') 64 if (*buf == '#')
98 continue; 65 continue;
66
99 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 68 size += strlen (buf);
101 } 69 }
70
102 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);
103 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
104} 73}
105 74
106void 75void
112 int comp; 81 int comp;
113 int size; 82 int size;
114 83
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 86 return;
119 } 87
120 rules[0] = '\0'; 88 rules[0] = '\0';
121 size = 0; 89 size = 0;
90
122 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
123 { 92 {
124 if (*buf == '#') 93 if (*buf == '#')
125 continue; 94 continue;
95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
127 { 97 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 99 break;
130 } 100 }
101
131 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 103 size += strlen (buf);
133 } 104 }
105
134 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);
135 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
136} 108}
137 109
138void 110void
146 int size; 118 int size;
147 119
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 122 return;
123
151 news[0] = '\0'; 124 news[0] = '\0';
152 subject[0] = '\0'; 125 subject[0] = '\0';
153 size = 0; 126 size = 0;
127
154 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 129 {
156 if (*buf == '#') 130 if (*buf == '#')
157 continue; 131 continue;
132
158 if (*buf == '%') 133 if (*buf == '%')
159 { /* send one news */ 134 { /* send one news */
160 if (size > 0) 135 if (size > 0)
161 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 */
162 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
182} 157}
183 158
184int 159/* This loads the first map an puts the player on it. */
185playername_ok (const char *cp) 160static void
161set_first_map (object *op)
186{ 162{
187 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
188 if (*cp == '-' || *cp == '_') 164 op->x = -1;
189 return 0; 165 op->y = -1;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195} 166}
196 167
197/* This no longer sets the player map. Also, it now updates 168void
198 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{ 170{
211 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
212 int i;
213 172
214 if (!p) 173 EXIT_PATH (tmp) = maplevel;
215 { 174 EXIT_X (tmp) = ob->x;
216 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
217 177
218 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
219 * complexity here because we want to add the new player at the 179}
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225 180
226 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
227 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
228 if (tmp != NULL) 183void
229 tmp->next = p; 184player::connect (client *ns)
230 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
231 first_player = p; 190 first_player = this;
232 191
233 p->next = NULL; 192 ns->update_look = 0;
234 } 193 ns->look_position = 0;
235 194
236 /* Clears basically the entire player structure except 195 clear_los (ob);
237 * 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.
238 */ 217 */
239 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
240 220
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{
241 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
242 * we deal with that below this point. 313 * we deal with that below this point.
243 */ 314 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
248 p->Swap_First = -1;
249 318
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
255 320
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
270 p->last_speed = -1; 322 last_speed = -1;
271 p->shoottype = range_none; 323 shoottype = range_none;
272 p->bowtype = bow_normal; 324 bowtype = bow_normal;
273 p->petmode = pet_normal; 325 petmode = pet_normal;
274 p->listening = 10; 326 listening = 10;
275 p->usekeys = containers; 327 usekeys = containers;
276 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
278 p->do_los = 1; 330 do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286 331
287 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
290 * at zero. 335 * at zero.
291 */ 336 */
292 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL; 339
296 }
297 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1; 341 last_resist[i] = -1;
300 } 342
301 p->last_stats.exp = -1; 343 last_stats.exp = -1;
302 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 345}
308 346
309/* This loads the first map an puts the player on it. */ 347void
310static void 348player::do_destroy ()
311set_first_map (object *op)
312{ 349{
313 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
314 op->x = -1;
315 op->y = -1;
316 enter_exit (op, NULL);
317}
318 351
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
319/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
320 * 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
321 * mode. 392 * mode.
322 */ 393 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
328 398
329 p = get_player (NULL); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 400 set_first_map (pl->ob);
343 401
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 402 return pl;
352} 403}
353 404
354/* 405/*
355 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
365 { 416 {
366 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
367 at = first_archetype; 418 at = first_archetype;
368 else 419 else
369 at = at->next; 420 at = at->next;
421
370 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
371 return at; 423 return at;
424
372 if (at == start) 425 if (at == start)
373 { 426 {
374 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 428 exit (-1);
376 } 429 }
377 } 430 }
378} 431}
379 432
380
381object * 433object *
382get_nearest_player (object *mon) 434get_nearest_player (object *mon)
383{ 435{
384 object *op = NULL; 436 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 437 objectlink *ol;
387 unsigned lastdist; 438 unsigned lastdist;
388 rv_vector rv; 439 rv_vector rv;
389 440
390 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)
422 { 473 {
423 op = ol->ob; 474 op = ol->ob;
424 lastdist = rv.distance; 475 lastdist = rv.distance;
425 } 476 }
426 } 477 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 478
428 { 479 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
433 { 482 {
434 op = pl->ob; 483 op = pl->ob;
435 lastdist = rv.distance; 484 lastdist = rv.distance;
436 } 485 }
437 } 486
438 }
439#if 0 487#if 0
440 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)");
441#endif 489#endif
442 return op; 490 return op;
443} 491}
461 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
462 * 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
463 * is probably not a good thing. 511 * is probably not a good thing.
464 */ 512 */
465#define MAX_SPACES 50 513#define MAX_SPACES 50
466
467 514
468/* 515/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * 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
471 * 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
644 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
647 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))
648 { 695 {
649 remove_ob (op); 696 op->destroy ();
650 free_object (op);
651 continue; 697 continue;
652 } 698 }
653 } 699 }
654 700
655 /* This really needs to be better - we should really give 701 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 712 if (tmp->type == op->type && tmp->name == op->name)
667 break; 713 break;
668 714
669 if (tmp) 715 if (tmp)
670 { 716 {
671 remove_ob (op); 717 op->destroy ();
672 free_object (op);
673 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);
674 continue; 719 continue;
675 } 720 }
721
676 if (op->nrof > 1) 722 if (op->nrof > 1)
677 op->nrof = 1; 723 op->nrof = 1;
678 } 724 }
679 725
680 if (op->type == SPELLBOOK && op->inv) 726 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 740 }
695 if (op->type == SPELL) 741 if (op->type == SPELL)
696 { 742 {
697 remove_ob (op); 743 op->destroy ();
698 free_object (op);
699 continue; 744 continue;
700 } 745 }
701 else if (op->type == SKILL) 746 else if (op->type == SKILL)
702 { 747 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
713 link_player_skills (pl); 758 link_player_skills (pl);
714} 759}
715 760
716void 761void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
801{ 763{
802 if (party == NULL) 764 if (party == NULL)
803 { 765 {
804 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);
805 return; 767 return;
806 } 768 }
769
807 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
810 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:");
811} 774}
812
813 775
814/* 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. */
815int 777static int
816roll_stat (void) 778roll_stat (void)
817{ 779{
818 int a[4], i, j, k; 780 int a[4], i, j, k;
819 781
820 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
823 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 786 if (a[i] < k)
825 k = a[i], j = i; 787 k = a[i], j = i;
826 788
827 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 790 if (i != j)
830 k += a[i]; 791 k += a[i];
831 } 792
832 return k; 793 return k;
833} 794}
834 795
835void 796void
836roll_stats (object *op) 797object::roll_stats ()
837{ 798{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 799 int statsort [7];
841 800
842 do 801 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 802 {
853 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
854 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
855 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 813
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
888 821
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 822 stats.exp = 0;
900 op->stats.ac = 0; 823 stats.ac = 0;
901 824
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
909 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
910 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
911} 837}
912 838
913void 839void
914Roll_Again (object *op) 840object::swap_stats (int a, int b)
915{ 841{
916 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[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);
919}
920 845
921void 846 stats.Str = contr->orig_stats.Str;
922Swap_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)
923{ 878{
924 signed char tmp;
925 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
926 880
927 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 885}
1042 886
1043/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1047 * not the class. 891 * not the class.
1048 */ 892 */
1049
1050int 893int
1051key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1052{ 895{
1053 int tmp_loop; 896 int tmp_loop;
1054 897
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1062 { 899 {
1063 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1064 901
1065 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1067 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);
1068 908
1069 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1071 911
1072 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1073 913
1074 if (op->msg) 914 if (op->msg)
1075 op->msg = NULL; 915 op->msg = NULL;
1076 916
1077 /* 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
1086 start_info (op); 926 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 929 link_player_skills (op);
1090 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1091 fix_player (op); 931 op->update_stats ();
1092 932
1093 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1094 * is one for this race 934 * is one for this race
1095 */ 935 */
1096 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1097 { 937 {
1098 object *tmp; 938 object *tmp;
1099 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1100 940
1101 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);
1102 tmp = get_object (); 942 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1106 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;
1107 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1108 * default initial map */ 948 * default initial map */
1109 free_object (tmp); 949 tmp->destroy ();
1110 } 950 }
1111 else 951 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 953
1115 return 0; 954 return 0;
1116 } 955 }
1117 956
1118 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1123 while (!tmp_loop) 962 while (!tmp_loop)
1124 { 963 {
1125 shstr name = op->name; 964 shstr name = op->name;
1126 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1127 966
1128 remove_statbonus (op); 967 op->remove_statbonus ();
1129 remove_ob (op); 968 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1132 op->instantiate (); 971 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1135 op->x = x; 974 op->x = x;
1136 op->y = y; 975 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1139 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1140 add_statbonus (op); 979 op->add_statbonus ();
1141 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1142 } 981 }
1143 982
1144 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1146 fix_player (op); 985 op->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1149 op->stats.grace = 0; 988 op->stats.grace = 0;
1150 989
1151 if (op->msg) 990 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 992
1154 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");
1155 return 0; 994 return 0;
1156} 995}
1157 996
1158int 997int
1159key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1160{ 999{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 { 1001 {
1165 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1; 1004 return 1;
1168 } 1005 }
1169 1006
1170 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1172 1009
1010 op->contr->enable_save = false;
1011
1173 terminate_all_pets (op); 1012 terminate_all_pets (op);
1174 leave_map (op); 1013 op->remove ();
1175 op->direction = 0; 1014 op->direction = 0;
1176 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);
1177 1016
1178 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1179 check_score (op); 1018 check_score (op);
1180 op->contr->party = NULL; 1019 op->contr->party = 0;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1183 1022
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1; 1023 return 1;
1205} 1024}
1206 1025
1207void 1026void
1208flee_player (object *op) 1027flee_player (object *op)
1239 { 1058 {
1240 op->enemy = NULL; 1059 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1061 return;
1243 } 1062 }
1063
1244 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1245 1065
1246 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1248 { 1068 {
1249 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1250 1070
1251 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)))
1252 {
1253 return; 1072 return;
1254 }
1255 } 1073 }
1074
1256 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1077 op->enemy = NULL;
1259} 1078}
1260 1079
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &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))));
1348 else 1167 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &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
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1172 }
1173
1382 /* philosophy: 1174 /* philosophy:
1383 * 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
1384 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1386 * 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
1387 * example. 1179 * example.
1388 * 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
1389 * 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
1390 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1816 if (!dir) 1608 if (!dir)
1817 { 1609 {
1818 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!");
1819 return 0; 1611 return 0;
1820 } 1612 }
1613
1821 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1823 else 1616 else
1824 { 1617 {
1825 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1833 { 1626 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1628 return 0;
1836 } 1629 }
1837 } 1630 }
1631
1838 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1839 { 1633 {
1840 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);
1841 return 0; 1635 return 0;
1842 } 1636 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1639
1846 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1849 if (bowspeed < 1) 1644 if (bowspeed < 1)
1850 bowspeed = 1; 1645 bowspeed = 1;
1851 1646
1852 if (arrow == NULL) 1647 if (arrow == NULL)
1853 { 1648 {
1859 else 1654 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1656 return 0;
1862 } 1657 }
1863 } 1658 }
1659
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1662 return 0;
1868 } 1663
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1665 {
1871 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.");
1872 return 0; 1667 return 0;
1873 } 1668 }
1874 1669
1875 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1671 if (arrow->nrof == 0)
1877 { 1672 {
1878 remove_ob (arrow); 1673 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1674 return 0;
1881 } 1675 }
1882 1676
1883 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1679 if (!arrow)
1886 { 1680 {
1887 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);
1888 return 0; 1682 return 0;
1889 } 1683 }
1890 set_owner (arrow, op); 1684
1685 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1687 arrow->direction = dir;
1894 arrow->x = sx;
1895 arrow->y = sy;
1896 1688
1897 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1898 { 1690 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op); 1692 op->update_stats ();
1901 } 1693 }
1902 1694
1903 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1909 1701
1910 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1911 * 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.
1912 */ 1704 */
1913 1705
1915 1707
1916 /* update the speed */ 1708 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 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;
1919 1711
1920 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1924 1714
1925 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1926 { 1716 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1937 } 1727 }
1938 1728
1939 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1941 1731
1942 if (bow->slaying != NULL) 1732 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1944 1734
1945 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1737
1949 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);
1950 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1951 1740
1952 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1742 move_arrow (arrow);
1954 1743
1955 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1981 } 1770 }
1982 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)
1983 { 1772 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1774 wcmod = -1;
1775
1986 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);
1987 } 1777 }
1988 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1989 { 1779 {
1990 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);
2060 1850
2061 if (item->arch) 1851 if (item->arch)
2062 { 1852 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2065 item->speed = 0; 1855 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1856 }
1857
2068 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1860 }
2071 } 1861 }
2072 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1863 drain_rod_charge (item);
2075 }
2076 } 1864 }
2077} 1865}
2078 1866
2079/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2080 */ 1868 */
2223 * 0 otherwise 2011 * 0 otherwise
2224 */ 2012 */
2225static int 2013static int
2226player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2227{ 2015{
2228
2229 /* 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,
2230 * 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 -
2231 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2232 */ 2019 */
2233 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2271 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2275 */ 2062 */
2276
2277void 2063void
2278move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2279{ 2065{
2280 object *tmp, *mon; 2066 object *tmp, *mon;
2281 sint16 nx, ny; 2067 sint16 nx, ny;
2283 maptile *m; 2069 maptile *m;
2284 2070
2285 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2287 2073
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2289 2075
2290 /* 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
2291 * 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
2292 * 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
2293 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2305 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2306 } 2092 }
2307 else 2093 else
2308 m = op->map; 2094 m = op->map;
2309 2095
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2311 { 2097 {
2312 /* 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"); */
2313 return; 2099 return;
2314 } 2100 }
2315 2101
2316 mon = NULL; 2102 mon = 0;
2317 /* 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
2318 * 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.
2319 * 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
2320 * on the space 2106 * on the space
2321 */ 2107 */
2322 while (tmp != NULL) 2108 while (tmp)
2323 { 2109 {
2324 if (tmp == op) 2110 if (tmp == op)
2325 { 2111 {
2326 tmp = tmp->above; 2112 tmp = tmp->above;
2327 continue; 2113 continue;
2337 mon = tmp; 2123 mon = tmp;
2338 2124
2339 tmp = tmp->above; 2125 tmp = tmp->above;
2340 } 2126 }
2341 2127
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2129 return; /* into a wall */
2344 2130
2345 if (mon->head != NULL) 2131 if (mon->head)
2346 mon = mon->head; 2132 mon = mon->head;
2347 2133
2348 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))
2349 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2350 return; 2136 return;
2362 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2363 */ 2149 */
2364 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2365#if COZY_SERVER 2151#if COZY_SERVER
2366 && 2152 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2368 && 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)
2369#else 2155#else
2370 && get_owner (mon) == op 2156 && mon->owner == op
2371#endif 2157#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2159 {
2374 /* 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 */
2375 if (op->contr->braced) 2161 if (op->contr->braced)
2387 * attack them either. 2173 * attack them either.
2388 */ 2174 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (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)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2178 (op->contr->peaceful
2393 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2394 && mon->contr-> 2180 && mon->contr->
2395 peaceful)) && 2181 peaceful)) &&
2396#else 2182#else
2397 op->contr->peaceful && 2183 op->contr->peaceful &&
2398#endif 2184#endif
2399 !on_battleground)) 2185 !on_battleground))
2400 { 2186 {
2401 if (!op->contr->braced) 2187 if (!op->contr->braced)
2402 { 2188 {
2403 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);
2404 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2405 } 2191 }
2406 else 2192 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2194
2410 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2196 make_visible (op);
2412 } 2197 }
2413 2198
2414 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2228
2444 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 */
2445 } 2230 }
2446 2231
2447 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2448 2233
2449 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2237 * the wiz.
2454 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))
2455 { 2240 {
2456 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2457 2242
2458 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2461 } 2246 }
2247
2462 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2463 make_visible (op); 2249 make_visible (op);
2464 } 2250 }
2465 } /* if player should attack something */ 2251 } /* if player should attack something */
2466} 2252}
2501 2287
2502 /* 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
2503 * server can handle repeat firing. 2289 * server can handle repeat firing.
2504 */ 2290 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2292 op->direction = dir;
2508 }
2509 else 2293 else
2510 {
2511 op->direction = 0; 2294 op->direction = 0;
2512 } 2295
2513 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2298 * for players.
2516 */ 2299 */
2517 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2569 2352
2570 /* 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
2571 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2355 * called, so we recheck it here.
2573 */ 2356 */
2574 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2575 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2576 return 0; 2360 return 0;
2577 2361
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2363 {
2588 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2589 return 1; 2373 return 1;
2590 else 2374 else
2591 return 0; 2375 return 0;
2592 } 2376 }
2377
2593 return 0; 2378 return 0;
2594} 2379}
2595 2380
2596int 2381int
2597save_life (object *op) 2382save_life (object *op)
2598{ 2383{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2385 return 0;
2603 2386
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2389 {
2607 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);
2608 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
2609 if (op->contr) 2393 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2394 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2395
2612 free_object (tmp); 2396 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2614 if (op->stats.hp < 0) 2399 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2401
2616 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2617 op->stats.food = 999; 2403 op->stats.food = 999;
2618 fix_player (op); 2404
2405 op->update_stats ();
2619 return 1; 2406 return 1;
2620 } 2407 }
2408
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2412 return 0;
2625} 2413}
2634{ 2422{
2635 object *next; 2423 object *next;
2636 2424
2637 while (op) 2425 while (op)
2638 { 2426 {
2639 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' */
2640 * we remove object 'op' 2428
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2430 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2650 } 2435 }
2651 else if (op->inv) 2436 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2653 op = next; 2439 op = next;
2654 } 2440 }
2655} 2441}
2656
2657 2442
2658/* 2443/*
2659 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2460 else
2676 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2464 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2680 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);
2681 else 2467 else
2682 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
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2471 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2686 { 2473 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2476 strcat (buf2, buf);
2690 } 2477 }
2478
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2694 return buf2; 2483 return buf2;
2695} 2484}
2696
2697
2698 2485
2699void 2486void
2700do_some_living (object *op) 2487do_some_living (object *op)
2701{ 2488{
2702 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2711 const int max_grace = 1; 2498 const int max_grace = 1;
2712 2499
2713 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2714 { 2501 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 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)
2717 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2505 }
2719 2506
2720 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2721 { 2508 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2513 else
2728 { 2514 {
2729 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2517 }
2518
2732 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2521 else
2735 { 2522 {
2736 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2525 }
2526
2739 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2529 else
2742 { 2530 {
2743 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2759 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2760 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))
2761 op->stats.food = last_food; 2549 op->stats.food = last_food;
2762 } 2550 }
2763 } 2551 }
2552
2764 if (max_sp > 1) 2553 if (max_sp > 1)
2765 { 2554 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2556 if (over_sp > 0)
2768 { 2557 {
2769 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2770 { 2559 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2772 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))
2773 op->stats.sp--; 2563 op->stats.sp--;
2564
2774 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2776 } 2567 }
2777 op->last_sp = 0; 2568 op->last_sp = 0;
2778 } 2569 }
2779 else 2570 else
2780 {
2781 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);
2782 }
2783 } 2572 }
2784 else 2573 else
2785 {
2786 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);
2787 }
2788 } 2575 }
2789 2576
2790 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2791 /* 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. */
2792 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2793 { 2580 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2796 if (max_grace > 1) 2584 if (max_grace > 1)
2797 { 2585 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2587 if (over_grace > 0)
2800 { 2588 {
2828 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2829 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))
2830 op->stats.food = last_food; 2618 op->stats.food = last_food;
2831 } 2619 }
2832 } 2620 }
2621
2833 if (max_hp > 1) 2622 if (max_hp > 1)
2834 { 2623 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2625 if (over_hp > 0)
2837 { 2626 {
2861 2650
2862 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2863 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);
2864 else 2653 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2866 /* dms do not consume food */ 2656 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2658 op->stats.food--;
2869 } 2659 }
2870 }
2871 2660
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2662 {
2874 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2875 2664
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2666 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2882 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.");
2883 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2674 break;
2886 } 2675 }
2887 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2888 flesh = tmp; 2677 flesh = tmp;
2889 } /* End if paid for object */ 2678 } /* End if paid for object */
2890 } /* end of for loop */ 2679 } /* end of for loop */
2680
2891 /* 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
2892 * eat flesh instead. 2682 * eat flesh instead.
2893 */ 2683 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2685 {
2896 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.");
2897 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2898 } 2688 }
2899 } /* end if player is starving */ 2689 }
2900 2690
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2903 2693
2904 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))
2905 kill_player (op); 2695 kill_player (op);
2696 }
2906} 2697}
2907
2908
2909 2698
2910/* 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.
2911 * 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
2912 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2702 * file.
2943 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!");
2944 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...");
2945 2734
2946 /* restore player */ 2735 /* restore player */
2947 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2738 {
2951 remove_ob (tmp); 2739 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2741 }
2955 2742
2956 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2745 {
2960 remove_ob (tmp); 2746 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2748 }
2964 2749
2965 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2753 op->stats.food = 999;
2969 2754
2970 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2757 {
2974 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2759 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2763 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2767 }
2985 2768
2986 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2771 op->contr->braced = 0;
3014 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3015 return; 2798 return;
3016 } 2799 }
3017 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3018 } 2801 }
2802
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2804
3021 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3022 x = op->x; 2806 x = op->x;
3023 y = op->y; 2807 y = op->y;
3024 map = op->map; 2808 map = op->map;
3025 2809
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2813 */
3033 2814
3034 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2817 * of death.
3037 */ 2818 */
3038#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3040 { 2821 {
3041 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2824 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2827 little bit harder. */
3047 /* GD */ 2828 /* GD */
3048 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2830 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2831 else
3054 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3055 num_stats_lose = 1; 2835 num_stats_lose = 1;
3056 } 2836
3057 lost_a_stat = 0; 2837 lost_a_stat = 0;
3058 2838
3059 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3060 { 2840 {
3061 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3062 2842
3063 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3064 { 2844 {
3065 /* 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
3066 * what he lost. 2846 * what he lost.
3067 */ 2847 */
3068 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2866 }
3075 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3076 { 2869 {
3077 /* deplete a stat */ 2870 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3079 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3080 2873 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2874 {
3084 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3086 } 2877
3087 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2884 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2885 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2887 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2888 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2889 else
3129 if (this_stat >= -50)
3130 { 2890 {
3131 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2896 }
3137 } 2897 }
3138 } 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 }
3139 } 2917 }
2918 }
2919 }
3140 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2921 if (!lost_a_stat)
3142 { 2922 {
3143 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3146 2926
3147 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2929 else
3150 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.");
3151 } 2931 }
3152#else 2932#else
3153 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.");
3154#endif 2934#endif
3155 2935
3156 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2937 * exp loss on the stone.
3158 */ 2938 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2941 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2945 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2948
3169 /**************************************/ 2949 /**************************************/
3170 /* */ 2950 /* */
3171 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3174 /* */ 2954 /* */
3175 /**************************************/ 2955 /**************************************/
3176 2956
3177 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2958 /* restore player */
3179 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
2961
3181 if (tmp) 2962 if (tmp)
3182 { 2963 {
3183 remove_ob (tmp); 2964 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2966 }
3187 2967
3188 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2970 if (tmp)
3191 { 2971 {
3192 remove_ob (tmp); 2972 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2974 }
3196 2975
3197 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3198 2977
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3202 op->stats.food = 900; 2981 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2985
3207 /* 2986 /*
3208 * 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
3209 * 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
3210 * in the map. 2989 * in the map.
3211 */ 2990 */
3212 2991
3213 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3215 2994
3216 /****************************************/ 2995 /****************************************/
3217 /* */ 2996 /* */
3218 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3220 /* */ 2999 /* */
3221 /****************************************/ 3000 /****************************************/
3222 3001
3223 enter_player_savebed (op); 3002 enter_player_savebed (op);
3224 3003
3225 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3226 * chance of abuse. 3005 * chance of abuse.
3227 */ 3006 */
3228 op->contr->braced = 0; 3007 op->contr->braced = 0;
3229 save_player (op, 1); 3008 op->contr->save ();
3230 3009
3231 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 3013 * on the space that might harm the player.
3235 */ 3014 */
3236 will_kill_again = 0; 3015 will_kill_again = 0;
3237 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)
3238 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3240 3019
3241 if (will_kill_again) 3020 if (will_kill_again)
3242 { 3021 {
3243 object *force; 3022 object *force;
3244 int at; 3023 int at;
3245 3024
3246 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 3027 force->speed = 0.1;
3249 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 3032 force->resist[at] = 100;
3254 3033
3255 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3256 fix_player (op); 3035 op->update_stats ();
3257 3036
3258 } 3037 }
3259 3038
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 3040}
3330
3331 3041
3332void 3042void
3333loot_object (object *op) 3043loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3336 3046
3337 if (op->container) 3047 if (op->container)
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3340 }
3341 3049
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3343 { 3051 {
3344 next = tmp->below; 3052 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3346 continue; 3055 continue;
3347 remove_ob (tmp); 3056
3057 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3349 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 3060 { /* empty container to ground */
3351 loot_object (tmp); 3061 loot_object (tmp);
3352 } 3062 }
3353 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)))
3354 { 3064 {
3355 if (tmp->nrof > 1) 3065 if (tmp->nrof > 1)
3356 { 3066 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 3068 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 3070 }
3361 else 3071 else
3362 free_object (tmp); 3072 tmp->destroy ();
3363 } 3073 }
3364 else 3074 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 3076 }
3367} 3077}
3373 */ 3083 */
3374 3084
3375void 3085void
3376fix_weight (void) 3086fix_weight (void)
3377{ 3087{
3378 player *pl; 3088 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 3089 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 3091
3384 if (old == sum) 3092 if (old == sum)
3385 continue; 3093 continue;
3386 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3387 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);
3388 } 3096 }
3389} 3097}
3390 3098
3391void 3099void
3392fix_luck (void) 3100fix_luck (void)
3393{ 3101{
3394 player *pl; 3102 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3399} 3105}
3400
3401 3106
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3405 */ 3110 */
3406
3407void 3111void
3408cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3409{ 3113{
3410 object *skop, *spob; 3114 object *skop, *spob;
3411 3115
3432 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3433 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);
3434 3138
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3140
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3142}
3441 3143
3442void 3144void
3443make_visible (object *op) 3145make_visible (object *op)
3444{ 3146{
3458 object *tmp = NULL; 3160 object *tmp = NULL;
3459 3161
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3163 return 1;
3462 3164
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3165 return 0;
3469} 3166}
3470 3167
3471/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3587 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3588 continue; 3285 continue;
3589 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)))
3590 continue; 3287 continue;
3591 3288
3592 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)
3593 { 3290 {
3594 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))
3595 return 1; 3292 return 1;
3596 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3597 { 3294 {
3627 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3628 { 3325 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3327 return -1;
3631 } 3328 }
3329
3632 if (!pl || !op) 3330 if (!pl || !op)
3633 return 0; 3331 return 0;
3634 3332
3635 if (op->head)
3636 {
3637 op = op->head; 3333 op = op->head_ ();
3638 } 3334
3639 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3640 3336
3641 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3338 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3651 3347
3652 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3653 * 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
3654 * for any meaningful values. 3350 * for any meaningful values.
3655 */ 3351 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !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)])
3659 return 1; 3355 return 1;
3660 op = op->more; 3356 op = op->more;
3661 } 3357 }
3662 return 0; 3358 return 0;
3663} 3359}
3773 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3774 return; 3470 return;
3775 3471
3776 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++);
3777 3473
3778 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3779 { 3475 {
3780 /* 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]); */
3781 return; 3477 return;
3782 } 3478 }
3783 3479
3849 { 3545 {
3850 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3547 object *skin;
3852 3548
3853 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 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
3855 if (skin == NULL) 3554 if (!skin)
3856 return; 3555 return;
3857 3556
3858 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3559 {

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