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Comparing deliantra/server/server/player.C (file contents):
Revision 1.20 by root, Tue Sep 12 17:54:41 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 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 */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int 153/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 154static void
155set_first_map (object *op)
188{ 156{
189 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
191 return 0; 179 return;
192 180
193 for (; *cp != '\0'; cp++) 181 players.insert (this);
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
195 return 0; 192 return;
196 return 1;
197}
198 193
199/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
200 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
201 * Caller is responsible for setting the correct map. 196 ob->remove ();
202 */ 197 ob->map = 0;
203 198
204/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
205 * Hopefully this will be less bugfree and simpler. 200}
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215 201
216 if (!p) 202// connect the player with a specific client
217 { 203// also changed, rationalises, and fixes some incorrect settings
218 p = new player; 204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
219 209
220 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
221 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227 212
228 while (tmp != NULL && tmp->next != NULL) 213 clear_los (ob);
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234 214
235 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
236 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
237 218
238 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
239 * for next and socket. 220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 235 */
241 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
242 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
243 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 317 * we deal with that below this point.
245 */ 318 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 322
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
257 324
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
272 p->last_speed = -1; 326 last_speed = -1;
273 p->shoottype = range_none; 327 shoottype = range_none;
274 p->bowtype = bow_normal; 328 bowtype = bow_normal;
275 p->petmode = pet_normal; 329 petmode = pet_normal;
276 p->listening = 10; 330 listening = 10;
277 p->usekeys = containers; 331 usekeys = containers;
278 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 334 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
285 p->title[sizeof (p->title) - 1] = '\0';
286 op->race = op->arch->clone.race;
287
288 CLEAR_FLAG (op, FLAG_READY_SKILL);
289 335
290 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
291 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
292 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
293 * at zero. 339 * at zero.
294 */ 340 */
295 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
296 {
297 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
298 p->last_skill_ob[i] = NULL; 343
299 }
300 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
301 {
302 p->last_resist[i] = -1; 345 last_resist[i] = -1;
303 } 346
304 p->last_stats.exp = -1; 347 last_stats.exp = -1;
305 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
306
307 p->socket.update_look = 0;
308 p->socket.look_position = 0;
309 return p;
310} 349}
311 350
312/* This loads the first map an puts the player on it. */ 351void
313static void 352player::do_destroy ()
314set_first_map (object *op)
315{ 353{
316 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
317 op->x = -1;
318 op->y = -1;
319 enter_exit (op, NULL);
320}
321 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
322/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
323 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
324 * mode. 373 * mode.
325 */ 374 */
326
327int
328add_player (NewSocket * ns)
329{
330 player *p; 375player *
376player::create ()
377{
378 player *pl = new player;
331 379
332 p = get_player (NULL); 380 pl->set_object (arch_to_object (get_player_archetype (0)));
333 p->socket = *ns;
334 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
338 /* Needed because the socket we just copied over needs to be cleared.
339 * Note that this can result in a client reset if there is partial data
340 * on the uncoming socket.
341 */
342 p->socket.inbuf.len = 0;
343 set_first_map (p->ob); 381 set_first_map (pl->ob);
344 382
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351 return 0; 383 return pl;
352} 384}
353 385
354/* 386/*
355 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
365 { 397 {
366 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
367 at = first_archetype; 399 at = first_archetype;
368 else 400 else
369 at = at->next; 401 at = at->next;
402
370 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
371 return at; 404 return at;
405
372 if (at == start) 406 if (at == start)
373 { 407 {
374 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 409 exit (-1);
376 } 410 }
377 } 411 }
378} 412}
379 413
380
381object * 414object *
382get_nearest_player (object *mon) 415get_nearest_player (object *mon)
383{ 416{
384 object *op = NULL; 417 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 418 objectlink *ol;
387 unsigned lastdist; 419 unsigned lastdist;
388 rv_vector rv; 420 rv_vector rv;
389 421
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
422 { 454 {
423 op = ol->ob; 455 op = ol->ob;
424 lastdist = rv.distance; 456 lastdist = rv.distance;
425 } 457 }
426 } 458 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 459
428 { 460 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
433 { 463 {
434 op = pl->ob; 464 op = pl->ob;
435 lastdist = rv.distance; 465 lastdist = rv.distance;
436 } 466 }
437 } 467
438 }
439#if 0 468#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 470#endif
442 return op; 471 return op;
443} 472}
461 * circling behaviour. Unfortunately, this function is also used to determined 490 * 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 491 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 492 * is probably not a good thing.
464 */ 493 */
465#define MAX_SPACES 50 494#define MAX_SPACES 50
466
467 495
468/* 496/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * 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 498 * 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 499 * player and if path is blocked then see if blockage is close enough to player that
490path_to_player (object *mon, object *pl, unsigned mindiff) 518path_to_player (object *mon, object *pl, unsigned mindiff)
491{ 519{
492 rv_vector rv; 520 rv_vector rv;
493 sint16 x, y; 521 sint16 x, y;
494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 522 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
495 mapstruct *m, *lastmap; 523 maptile *m, *lastmap;
496 524
497 get_rangevector (mon, pl, &rv, 0); 525 get_rangevector (mon, pl, &rv, 0);
498 526
499 if (rv.distance < mindiff) 527 if (rv.distance < mindiff)
500 return 0; 528 return 0;
644 (op->type == ARMOUR || op->type == BOOTS || 672 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 673 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 674 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 676 {
649 remove_ob (op); 677 op->destroy ();
650 free_object (op);
651 continue; 678 continue;
652 } 679 }
653 } 680 }
654 681
655 /* This really needs to be better - we should really give 682 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 693 if (tmp->type == op->type && tmp->name == op->name)
667 break; 694 break;
668 695
669 if (tmp) 696 if (tmp)
670 { 697 {
671 remove_ob (op); 698 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 700 continue;
675 } 701 }
702
676 if (op->nrof > 1) 703 if (op->nrof > 1)
677 op->nrof = 1; 704 op->nrof = 1;
678 } 705 }
679 706
680 if (op->type == SPELLBOOK && op->inv) 707 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 719 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 720 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 721 }
695 if (op->type == SPELL) 722 if (op->type == SPELL)
696 { 723 {
697 remove_ob (op); 724 op->destroy ();
698 free_object (op);
699 continue; 725 continue;
700 } 726 }
701 else if (op->type == SKILL) 727 else if (op->type == SKILL)
702 { 728 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 729 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
713 link_player_skills (pl); 739 link_player_skills (pl);
714} 740}
715 741
716void 742void
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->free (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) 743get_party_password (object *op, partylist *party)
801{ 744{
802 if (party == NULL) 745 if (party == NULL)
803 { 746 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 748 return;
806 } 749 }
750
807 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 755}
812
813 756
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 758static int
816roll_stat (void) 759roll_stat (void)
817{ 760{
818 int a[4], i, j, k; 761 int a[4], i, j, k;
819 762
820 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
823 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 767 if (a[i] < k)
825 k = a[i], j = i; 768 k = a[i], j = i;
826 769
827 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 771 if (i != j)
830 k += a[i]; 772 k += a[i];
831 } 773
832 return k; 774 return k;
833} 775}
834 776
835void 777void
836roll_stats (object *op) 778object::roll_stats ()
837{ 779{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 780 int statsort [7];
841 781
842 do 782 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 } 783 {
853 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
854 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
855 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 793 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;
863 794
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]; 795 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
888 802
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; 803 stats.exp = 0;
900 op->stats.ac = 0; 804 stats.ac = 0;
901 805
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; 806 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
910 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
911} 818}
912 819
913void 820void
914Roll_Again (object *op) 821object::swap_stats (int a, int b)
915{ 822{
916 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 824 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)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
919}
920 826
921void 827 stats.Str = contr->orig_stats.Str;
922Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
923{ 859{
924 signed char tmp;
925 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
926 861
927 if (op->contr->Swap_First == -1) 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
1042 867
1043/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1047 * not the class. 872 * not the class.
1048 */ 873 */
1049
1050int 874int
1051key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1052{ 876{
1053 int tmp_loop; 877 int tmp_loop;
1054 878
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') 879 if (key == 'd' || key == 'D')
1062 { 880 {
1063 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1064 882
1065 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
885
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 886 treasurelist *tl = find_treasurelist ("starting_wealth");
887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
1068 889
1069 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1071 892
1072 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1073 894
1074 if (op->msg) 895 if (op->msg)
1075 op->msg = NULL; 896 op->msg = NULL;
1076 897
1077 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1086 start_info (op); 907 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 910 link_player_skills (op);
1090 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1091 fix_player (op); 912 op->update_stats ();
1092 913
1093 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1094 * is one for this race 915 * is one for this race
1095 */ 916 */
1096 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1097 { 918 {
1098 object *tmp; 919 object *tmp;
1099 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1100 921
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1102 tmp = get_object (); 923 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1108 * default initial map */ 929 * default initial map */
1109 free_object (tmp); 930 tmp->destroy ();
1110 } 931 }
1111 else 932 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 934
1115 return 0; 935 return 0;
1116 } 936 }
1117 937
1118 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1123 while (!tmp_loop) 943 while (!tmp_loop)
1124 { 944 {
1125 shstr name = op->name; 945 shstr name = op->name;
1126 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1127 947
1128 remove_statbonus (op); 948 op->remove_statbonus ();
1129 remove_ob (op); 949 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
1132 op->instantiate (); 952 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 954 op->name = op->name_pl = name;
1135 op->x = x; 955 op->x = x;
1136 op->y = y; 956 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1139 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 959 assign (op->contr->title, op->arch->clone.name);
1140 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1141 add_statbonus (op); 960 op->add_statbonus ();
1142 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1143 } 962 }
1144 963
1145 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1146 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1147 fix_player (op); 966 op->update_stats ();
1148 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1149 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1150 op->stats.grace = 0; 969 op->stats.grace = 0;
970
1151 if (op->msg) 971 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 975 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 976}
1205 977
1206void 978void
1207flee_player (object *op) 979flee_player (object *op)
1208{ 980{
1238 { 1010 {
1239 op->enemy = NULL; 1011 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1013 return;
1242 } 1014 }
1015
1243 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1244 1017
1245 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1247 { 1020 {
1248 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1249 1022
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1024 return;
1253 }
1254 } 1025 }
1026
1255 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1029 op->enemy = NULL;
1258} 1030}
1259 1031
1264 */ 1036 */
1265int 1037int
1266check_pick (object *op) 1038check_pick (object *op)
1267{ 1039{
1268 object *tmp, *next; 1040 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1041 int stop = 0;
1271 int j, k, wvratio; 1042 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1043 char putstring[128], tmpstr[16];
1273 1044
1274
1275 /* if you're flying, you cna't pick up anything */ 1045 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1046 if (op->move_type & MOVE_FLYING)
1277 return 1; 1047 return 1;
1278 1048
1279 op_tag = op->count;
1280
1281 next = op->below; 1049 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1050
1285 /* loop while there are items on the floor that are not marked as 1051 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1052 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1053 while (next && !next->destroyed ())
1288 { 1054 {
1289 tmp = next; 1055 tmp = next;
1290 next = tmp->below; 1056 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1057
1294 if (was_destroyed (op, op_tag)) 1058 if (op->destroyed ())
1295 return 0; 1059 return 0;
1296 1060
1297 if (!can_pick (op, tmp)) 1061 if (!can_pick (op, tmp))
1298 continue; 1062 continue;
1299 1063
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1119 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1124 }
1125
1389 /* philosophy: 1126 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1127 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1130 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1131 * example.
1395 * The drawback: right now it has no frontend, so you need to 1132 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1133 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1168 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1169 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1170 if (tmp->type == FOOD)
1434 { 1171 {
1435 pick_up (op, tmp); 1172 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1173 continue;
1439 } 1174 }
1175
1440 if (op->contr->mode & PU_DRINK) 1176 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1178 {
1443 pick_up (op, tmp); 1179 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1180 continue;
1447 } 1181 }
1448 1182
1449 if (op->contr->mode & PU_POTION) 1183 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1184 if (tmp->type == POTION)
1451 { 1185 {
1452 pick_up (op, tmp); 1186 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1187 continue;
1456 } 1188 }
1457 1189
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1190 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1191 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1192 if (tmp->type == SPELLBOOK)
1461 { 1193 {
1462 pick_up (op, tmp); 1194 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1195 continue;
1466 } 1196 }
1197
1467 if (op->contr->mode & PU_SKILLSCROLL) 1198 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1199 if (tmp->type == SKILLSCROLL)
1469 { 1200 {
1470 pick_up (op, tmp); 1201 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1202 continue;
1474 } 1203 }
1204
1475 if (op->contr->mode & PU_READABLES) 1205 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1207 {
1478 pick_up (op, tmp); 1208 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1209 continue;
1482 } 1210 }
1483 1211
1484 /* wands/staves/rods/horns */ 1212 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1215 {
1488 pick_up (op, tmp); 1216 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1217 continue;
1492 } 1218 }
1493 1219
1494 /* pick up all magical items */ 1220 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1221 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1223 {
1498 pick_up (op, tmp); 1224 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1225 continue;
1502 } 1226 }
1503 1227
1504 if (op->contr->mode & PU_VALUABLES) 1228 if (op->contr->mode & PU_VALUABLES)
1505 { 1229 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1230 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1231 {
1508 pick_up (op, tmp); 1232 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1233 continue;
1512 } 1234 }
1513 } 1235 }
1514 1236
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1237 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1238 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1239 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1240 {
1519 pick_up (op, tmp); 1241 pick_up (op, tmp);
1242 continue;
1520 if (0) 1243 }
1521 fprintf (stderr, "JEWELS\n"); 1244
1245 /* we don't forget dragon food */
1246 if (op->contr->mode & PU_FLESH)
1247 if (tmp->type == FLESH)
1248 {
1249 pick_up (op, tmp);
1522 continue; 1250 continue;
1523 } 1251 }
1524 1252
1525 /* bows and arrows. Bows are good for selling! */ 1253 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1254 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1255 if (tmp->type == BOW)
1528 { 1256 {
1529 pick_up (op, tmp); 1257 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1258 continue;
1533 } 1259 }
1260
1534 if (op->contr->mode & PU_ARROW) 1261 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1262 if (tmp->type == ARROW)
1536 { 1263 {
1537 pick_up (op, tmp); 1264 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1265 continue;
1541 } 1266 }
1542 1267
1543 /* all kinds of armor etc. */ 1268 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1269 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1270 if (tmp->type == ARMOUR)
1546 { 1271 {
1547 pick_up (op, tmp); 1272 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1273 continue;
1551 } 1274 }
1275
1552 if (op->contr->mode & PU_HELMET) 1276 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1277 if (tmp->type == HELMET)
1554 { 1278 {
1555 pick_up (op, tmp); 1279 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1280 continue;
1559 } 1281 }
1282
1560 if (op->contr->mode & PU_SHIELD) 1283 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1284 if (tmp->type == SHIELD)
1562 { 1285 {
1563 pick_up (op, tmp); 1286 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1287 continue;
1567 } 1288 }
1289
1568 if (op->contr->mode & PU_BOOTS) 1290 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1291 if (tmp->type == BOOTS)
1570 { 1292 {
1571 pick_up (op, tmp); 1293 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1294 continue;
1575 } 1295 }
1296
1576 if (op->contr->mode & PU_GLOVES) 1297 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1298 if (tmp->type == GLOVES)
1578 { 1299 {
1579 pick_up (op, tmp); 1300 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1301 continue;
1583 } 1302 }
1303
1584 if (op->contr->mode & PU_CLOAK) 1304 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1305 if (tmp->type == CLOAK)
1586 { 1306 {
1587 pick_up (op, tmp); 1307 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1308 continue;
1591 } 1309 }
1592 1310
1593 /* hoping to catch throwing daggers here */ 1311 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1312 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1314 {
1597 pick_up (op, tmp); 1315 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1316 continue;
1601 } 1317 }
1602 1318
1603 /* careful: chairs and tables are weapons! */ 1319 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1320 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1323 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1326 {
1611 pick_up (op, tmp); 1327 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1328 continue;
1615 } 1329 }
1616 } 1330 }
1331
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1332 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1333 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1335 {
1621 pick_up (op, tmp); 1336 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1337 continue;
1625 } 1338 }
1626 } 1339 }
1627 } 1340 }
1628 1341
1629 /* misc stuff that's useful */ 1342 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1343 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1345 {
1633 pick_up (op, tmp); 1346 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1347 continue;
1637 } 1348 }
1638 1349
1639 /* any of the last 4 bits set means we use the ratio for value 1350 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1351 * pickups */
1662 continue; 1373 continue;
1663 } 1374 }
1664 } 1375 }
1665 } /* the new pickup model */ 1376 } /* the new pickup model */
1666 } 1377 }
1378
1667 return !stop; 1379 return !stop;
1668} 1380}
1669 1381
1670/* 1382/*
1671 * Find an arrow in the inventory and after that 1383 * Find an arrow in the inventory and after that
1770 1482
1771object * 1483object *
1772pick_arrow_target (object *op, const char *type, int dir) 1484pick_arrow_target (object *op, const char *type, int dir)
1773{ 1485{
1774 object *tmp = NULL; 1486 object *tmp = NULL;
1775 mapstruct *m; 1487 maptile *m;
1776 int i, mflags, found, number; 1488 int i, mflags, found, number;
1777 sint16 x, y; 1489 sint16 x, y;
1778 1490
1779 if (op->map == NULL) 1491 if (op->map == NULL)
1780 return find_arrow (op, type); 1492 return find_arrow (op, type);
1840 */ 1552 */
1841int 1553int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1555{
1844 object *left, *bow; 1556 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1557 int bowspeed, mflags;
1847 mapstruct *m; 1558 maptile *m;
1848 1559
1849 if (!dir) 1560 if (!dir)
1850 { 1561 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1563 return 0;
1853 } 1564 }
1565
1854 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1856 else 1568 else
1857 { 1569 {
1858 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1866 { 1578 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1580 return 0;
1869 } 1581 }
1870 } 1582 }
1583
1871 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1872 { 1585 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1587 return 0;
1875 } 1588 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1591
1879 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1882 if (bowspeed < 1) 1596 if (bowspeed < 1)
1883 bowspeed = 1; 1597 bowspeed = 1;
1884 1598
1885 if (arrow == NULL) 1599 if (arrow == NULL)
1886 { 1600 {
1892 else 1606 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1608 return 0;
1895 } 1609 }
1896 } 1610 }
1611
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1614 return 0;
1901 } 1615
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1617 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1619 return 0;
1906 } 1620 }
1907 1621
1908 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1623 if (arrow->nrof == 0)
1910 { 1624 {
1911 remove_ob (arrow); 1625 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1626 return 0;
1914 } 1627 }
1915 1628
1916 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1631 if (!arrow)
1920 { 1632 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1634 return 0;
1923 } 1635 }
1924 set_owner (arrow, op); 1636
1637 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1639 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1640
1931 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1932 { 1642 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1644 op->update_stats ();
1935 } 1645 }
1936 1646
1937 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1943 1653
1944 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1946 */ 1656 */
1947 1657
1949 1659
1950 /* update the speed */ 1660 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1663
1954 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1958 1666
1959 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1960 { 1668 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1674 }
1967 else 1675 else
1968 { 1676 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1678 arrow->level = op->level;
1972 } 1679 }
1680
1973 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1683
1975 if (bow->slaying != NULL) 1684 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1977 1686
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1689
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1692
1986 if (!was_destroyed (arrow, tag)) 1693 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1694 move_arrow (arrow);
1988 1695
1989 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1990 { 1697 {
1991 if (was_destroyed (left, left_tag)) 1698 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1993 else 1700 else
1994 esrv_send_item (op, left); 1701 esrv_send_item (op, left);
1995 } 1702 }
1703
1996 return 1; 1704 return 1;
1997} 1705}
1998 1706
1999/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1708 * account the special fire modes players can have
2014 } 1722 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1724 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1726 wcmod = -1;
1727
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1729 }
2021 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
2022 { 1731 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1802
2094 if (item->arch) 1803 if (item->arch)
2095 { 1804 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2098 item->speed = 0; 1807 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1808 }
1809
2101 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1812 }
2104 } 1813 }
2105 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1815 drain_rod_charge (item);
2108 }
2109 } 1816 }
2110} 1817}
2111 1818
2112/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2113 */ 1820 */
2136 case range_misc: 1843 case range_misc:
2137 fire_misc_object (op, dir); 1844 fire_misc_object (op, dir);
2138 return; 1845 return;
2139 1846
2140 case range_golem: /* Control summoned monsters from scrolls */ 1847 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1849 {
2143 op->contr->ranges[range_golem] = NULL; 1850 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1851 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1852 }
2147 else 1853 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1854 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1855 return;
2150 1856
2257 * 0 otherwise 1963 * 0 otherwise
2258 */ 1964 */
2259static int 1965static int
2260player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2261{ 1967{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2266 */ 1971 */
2267 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2309 */ 2014 */
2310
2311void 2015void
2312move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2313{ 2017{
2314 object *tmp, *mon; 2018 object *tmp, *mon;
2315 sint16 nx, ny; 2019 sint16 nx, ny;
2316 int on_battleground; 2020 int on_battleground;
2317 mapstruct *m; 2021 maptile *m;
2318 2022
2319 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2321 2025
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2323 2027
2324 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2332 */ 2036 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2038 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2040 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2338 if (!m) 2042 if (!m)
2339 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2340 } 2044 }
2341 else 2045 else
2342 m = op->map; 2046 m = op->map;
2343 2047
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2049 return;
2348 }
2349 2050
2350 mon = NULL; 2051 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2055 * on the space
2355 */ 2056 */
2356 while (tmp != NULL) 2057 while (tmp)
2357 { 2058 {
2358 if (tmp == op) 2059 if (tmp == op)
2359 { 2060 {
2360 tmp = tmp->above; 2061 tmp = tmp->above;
2361 continue; 2062 continue;
2362 } 2063 }
2064
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2066 {
2365 mon = tmp; 2067 mon = tmp;
2366 break; 2068 break;
2367 } 2069 }
2070
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2072 mon = tmp;
2073
2370 tmp = tmp->above; 2074 tmp = tmp->above;
2371 } 2075 }
2372 2076
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2078 return; /* into a wall */
2375 2079
2376 if (mon->head != NULL) 2080 if (mon->head)
2377 mon = mon->head; 2081 mon = mon->head;
2378 2082
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2381 return; 2085 return;
2393 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2394 */ 2098 */
2395 if ((op->type == PLAYER) 2099 if ((op->type == PLAYER)
2396#if COZY_SERVER 2100#if COZY_SERVER
2397 && 2101 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2102 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2104#else
2401 && get_owner (mon) == op 2105 && mon->owner == op
2402#endif 2106#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2108 {
2405 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2110 if (op->contr->braced)
2407 return; 2111 return;
2112
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2116 make_visible (op);
2117
2412 return; 2118 return;
2413 } 2119 }
2414 2120
2415 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2124 * attack them either.
2419 */ 2125 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2129 (op->contr->peaceful
2424 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2425 && mon->contr-> 2131 && mon->contr->
2426 peaceful)) && 2132 peaceful)) &&
2427#else 2133#else
2428 op->contr->peaceful && 2134 op->contr->peaceful &&
2429#endif 2135#endif
2430 !on_battleground)) 2136 !on_battleground))
2431 { 2137 {
2432 if (!op->contr->braced) 2138 if (!op->contr->braced)
2433 { 2139 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2436 } 2142 }
2437 else 2143 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2145
2441 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2147 make_visible (op);
2443 } 2148 }
2444 2149
2445 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2165 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2168 {
2465 2169
2466 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2178
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2180 }
2477 2181
2478 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2479 2183
2480 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2187 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2190 {
2487 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2488 2192
2489 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2492 } 2196 }
2197
2493 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2494 make_visible (op); 2199 make_visible (op);
2495 } 2200 }
2496 } /* if player should attack something */ 2201 } /* if player should attack something */
2497} 2202}
2499int 2204int
2500move_player (object *op, int dir) 2205move_player (object *op, int dir)
2501{ 2206{
2502 int pick; 2207 int pick;
2503 2208
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2210 return 0;
2506 2211
2507 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2509 { 2214 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2216 return 0;
2512 } 2217 }
2513 2218
2514 /* peterm: added following line */ 2219 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517 2222
2518 op->facing = dir; 2223 op->facing = dir;
2519 2224
2532 2237
2533 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2239 * server can handle repeat firing.
2535 */ 2240 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2242 op->direction = dir;
2539 }
2540 else 2243 else
2541 {
2542 op->direction = 0; 2244 op->direction = 0;
2543 } 2245
2544 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2248 * for players.
2547 */ 2249 */
2548 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2295 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2296 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2297 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2298 * put this in a a workaround to clean up the golem pointer.
2597 */ 2299 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2302
2605 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2305 * called, so we recheck it here.
2608 */ 2306 */
2609 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2610 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2611 return 0; 2311 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2313 {
2615 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2315 op->speed_left--;
2617 2316
2618 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2621 */ 2320 */
2622 move_player (op, op->direction); 2321 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2322
2624 return 1; 2323 return op->speed_left > 0;
2625 else 2324 }
2626 return 0;
2627 } 2325 }
2326
2628 return 0; 2327 return 0;
2629} 2328}
2630 2329
2631int 2330int
2632save_life (object *op) 2331save_life (object *op)
2633{ 2332{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2334 return 0;
2638 2335
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2338 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2644 if (op->contr) 2342 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2344
2647 free_object (tmp); 2345 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2649 if (op->stats.hp < 0) 2348 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2651 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2652 op->stats.food = 999; 2352 op->stats.food = 999;
2653 fix_player (op); 2353
2354 op->update_stats ();
2654 return 1; 2355 return 1;
2655 } 2356 }
2357
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2361 return 0;
2660} 2362}
2669{ 2371{
2670 object *next; 2372 object *next;
2671 2373
2672 while (op) 2374 while (op)
2673 { 2375 {
2674 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2377
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2379 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2685 } 2384 }
2686 else if (op->inv) 2385 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2688 op = next; 2388 op = next;
2689 } 2389 }
2690} 2390}
2691
2692 2391
2693/* 2392/*
2694 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2409 else
2711 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2413 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2416 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2420 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2721 { 2422 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2425 strcat (buf2, buf);
2725 } 2426 }
2427
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2729 return buf2; 2432 return buf2;
2730} 2433}
2731
2732
2733 2434
2734void 2435void
2735do_some_living (object *op) 2436do_some_living (object *op)
2736{ 2437{
2737 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2746 const int max_grace = 1; 2447 const int max_grace = 1;
2747 2448
2748 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2749 { 2450 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2454 }
2754 2455
2755 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2756 { 2457 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2462 else
2763 { 2463 {
2764 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2466 }
2467
2767 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2470 else
2770 { 2471 {
2771 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2474 }
2475
2774 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2478 else
2777 { 2479 {
2778 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2498 op->stats.food = last_food;
2797 } 2499 }
2798 } 2500 }
2501
2799 if (max_sp > 1) 2502 if (max_sp > 1)
2800 { 2503 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2505 if (over_sp > 0)
2803 { 2506 {
2804 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2805 { 2508 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2512 op->stats.sp--;
2513
2809 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2811 } 2516 }
2812 op->last_sp = 0; 2517 op->last_sp = 0;
2813 } 2518 }
2814 else 2519 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2521 }
2819 else 2522 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2524 }
2824 2525
2825 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2828 { 2529 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2831 if (max_grace > 1) 2533 if (max_grace > 1)
2832 { 2534 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2536 if (over_grace > 0)
2835 { 2537 {
2863 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2567 op->stats.food = last_food;
2866 } 2568 }
2867 } 2569 }
2570
2868 if (max_hp > 1) 2571 if (max_hp > 1)
2869 { 2572 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2574 if (over_hp > 0)
2872 { 2575 {
2896 2599
2897 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2602 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2901 /* dms do not consume food */ 2605 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2607 op->stats.food--;
2904 } 2608 }
2905 }
2906 2609
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2611 {
2909 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2910 2613
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2615 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2623 break;
2921 } 2624 }
2922 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2923 flesh = tmp; 2626 flesh = tmp;
2924 } /* End if paid for object */ 2627 } /* End if paid for object */
2925 } /* end of for loop */ 2628 } /* end of for loop */
2629
2926 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2631 * eat flesh instead.
2928 */ 2632 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2634 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2933 } 2637 }
2934 } /* end if player is starving */ 2638 }
2935 2639
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2938 2642
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2644 kill_player (op);
2645 }
2941} 2646}
2942
2943
2944 2647
2945/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2651 * file.
2952{ 2655{
2953 char buf[MAX_BUF]; 2656 char buf[MAX_BUF];
2954 int x, y; 2657 int x, y;
2955 2658
2956 //int i; 2659 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2660 maptile *map; /* this is for resurrection */
2958 2661
2959 /* int z; 2662 /* int z;
2960 int num_stats_lose; 2663 int num_stats_lose;
2961 int lost_a_stat; 2664 int lost_a_stat;
2962 int lose_this_stat; 2665 int lose_this_stat;
2977 { 2680 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2683
2981 /* restore player */ 2684 /* restore player */
2982 at = find_archetype ("poisoning"); 2685 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2687 {
2986 remove_ob (tmp); 2688 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2690 }
2990 2691
2991 at = find_archetype ("confusion"); 2692 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2694 {
2995 remove_ob (tmp); 2695 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2697 }
2999 2698
3000 cure_disease (op, 0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2702 op->stats.food = 999;
3004 2703
3005 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (find_archetype ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2706 {
3009 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2708 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2712 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2716 }
3020 2717
3021 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2720 op->contr->braced = 0;
3028 2725
3029 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
3030 2727
3031 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
3032 { 2729 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3042 } 2732 }
3043 else 2733 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3053 } 2735
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2737
3056 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3057 x = op->x; 2739 x = op->x;
3058 y = op->y; 2740 y = op->y;
3059 map = op->map; 2741 map = op->map;
3060 2742
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
3067 */ 2746 */
3068 2747
3069 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2750 * of death.
3072 */ 2751 */
3073#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3075 { 2754 {
3076 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2757 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2760 little bit harder. */
3082 /* GD */ 2761 /* GD */
3083 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2763 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2764 else
3089 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3090 num_stats_lose = 1; 2768 num_stats_lose = 1;
3091 } 2769
3092 lost_a_stat = 0; 2770 lost_a_stat = 0;
3093 2771
3094 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3095 { 2773 {
3096 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3097 2775
3098 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3099 { 2777 {
3100 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2779 * what he lost.
3102 */ 2780 */
3103 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3109 } 2799 }
3110 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3111 { 2802 {
3112 /* deplete a stat */ 2803 /* GD */
3113 archetype *deparch = find_archetype ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3114 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3115 2806 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2807 {
3119 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3121 } 2810
3122 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2817 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2818 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2820 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2821 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2822 else
3164 if (this_stat >= -50)
3165 { 2823 {
3166 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2829 }
3172 } 2830 }
3173 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3174 } 2850 }
2851 }
2852 }
3175 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2854 if (!lost_a_stat)
3177 { 2855 {
3178 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3181 2859
3182 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2862 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2864 }
2865#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2867#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2868
3190 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2870 * exp loss on the stone.
3192 */ 2871 */
3193 tmp = arch_to_object (find_archetype ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2874 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2877 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2878 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2881
3203 /**************************************/ 2882 /**************************************/
3204 /* */ 2883 /* */
3205 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3208 /* */ 2887 /* */
3209
3210 /**************************************/ 2888 /**************************************/
3211 2889
3212 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2891 /* restore player */
3214 at = find_archetype ("poisoning"); 2892 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
2894
3216 if (tmp) 2895 if (tmp)
3217 { 2896 {
3218 remove_ob (tmp); 2897 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2899 }
3222 2900
3223 at = find_archetype ("confusion"); 2901 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2903 if (tmp)
3226 { 2904 {
3227 remove_ob (tmp); 2905 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2907 }
2908
3231 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3232 2910
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3236 op->stats.food = 900; 2914 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2918
3241 /* 2919 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2922 * in the map.
3245 */ 2923 */
3246 2924
3247 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3249 2927
3250 /****************************************/ 2928 /****************************************/
3251 /* */ 2929 /* */
3252 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3254 /* */ 2932 /* */
3255
3256 /****************************************/ 2933 /****************************************/
3257 2934
3258 enter_player_savebed (op); 2935 enter_player_savebed (op);
3259 2936
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2937 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2938
3266 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2942 * on the space that might harm the player.
3270 */ 2943 */
3271 will_kill_again = 0; 2944 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3276 } 2948
3277 if (will_kill_again) 2949 if (will_kill_again)
3278 { 2950 {
3279 object *force; 2951 object *force;
3280 int at; 2952 int at;
3281 2953
3282 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2956 force->speed = 0.1;
3285 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2961 force->resist[at] = 100;
3291 } 2962
3292 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3293 fix_player (op); 2964 op->update_stats ();
3294 2965
3295 } 2966 }
3296 2967
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2969}
3366
3367 2970
3368void 2971void
3369loot_object (object *op) 2972loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3372 2975
3373 if (op->container) 2976 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 2978
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3379 { 2980 {
3380 next = tmp->below; 2981 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3382 continue; 2984 continue;
3383 remove_ob (tmp); 2985
2986 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2989 { /* empty container to ground */
3387 loot_object (tmp); 2990 loot_object (tmp);
3388 } 2991 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 2993 {
3391 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3392 { 2995 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2997 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2999 }
3397 else 3000 else
3398 free_object (tmp); 3001 tmp->destroy ();
3399 } 3002 }
3400 else 3003 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3005 }
3403} 3006}
3409 */ 3012 */
3410 3013
3411void 3014void
3412fix_weight (void) 3015fix_weight (void)
3413{ 3016{
3414 player *pl; 3017 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3018 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3020
3420 if (old == sum) 3021 if (old == sum)
3421 continue; 3022 continue;
3422 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3025 }
3425} 3026}
3426 3027
3427void 3028void
3428fix_luck (void) 3029fix_luck (void)
3429{ 3030{
3430 player *pl; 3031 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3435} 3034}
3436
3437 3035
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3441 */ 3039 */
3442
3443void 3040void
3444cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3445{ 3042{
3446 object *skop, *spob; 3043 object *skop, *spob;
3447 3044
3468 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3067
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3069
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3071}
3477 3072
3478void 3073void
3479make_visible (object *op) 3074make_visible (object *op)
3480{ 3075{
3494 object *tmp = NULL; 3089 object *tmp = NULL;
3495 3090
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3092 return 1;
3498 3093
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3094 return 0;
3505} 3095}
3506 3096
3507/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3564 3154
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3156
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3571 { 3160 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3162 make_visible (op);
3574 return; 3163 return;
3575 } 3164 }
3576 else 3165 else
3577 num += 20; 3166 num += 20;
3578 } 3167
3579 num += op->map->difficulty; 3168 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3170 num -= hide;
3171
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3173 {
3584 make_visible (op); 3174 make_visible (op);
3585 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3177 }
3588 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3180}
3593 3181
3594/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3595 3183
3596int 3184int
3597stand_near_hostile (object *who) 3185stand_near_hostile (object *who)
3598{ 3186{
3599 object *tmp = NULL; 3187 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3188 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3189 maptile *m;
3602 sint16 x, y; 3190 sint16 x, y;
3603 3191
3604 if (!who) 3192 if (!who)
3605 return 0; 3193 return 0;
3606 3194
3623 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3624 continue; 3212 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3214 continue;
3627 3215
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3217 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3219 return 1;
3632 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3633 { 3221 {
3663 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3664 { 3252 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3254 return -1;
3667 } 3255 }
3256
3668 if (!pl || !op) 3257 if (!pl || !op)
3669 return 0; 3258 return 0;
3670 3259
3671 if (op->head)
3672 {
3673 op = op->head; 3260 op = op->head_ ();
3674 } 3261
3675 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3676 3263
3677 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3265 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3687 3274
3688 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3277 * for any meaningful values.
3691 */ 3278 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3282 return 1;
3696 op = op->more; 3283 op = op->more;
3697 } 3284 }
3698 return 0; 3285 return 0;
3699} 3286}
3809 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3810 return; 3397 return;
3811 3398
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3400
3814 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3815 { 3402 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3404 return;
3818 } 3405 }
3819 3406
3885 { 3472 {
3886 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3474 object *skin;
3888 3475
3889 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3891 if (skin == NULL) 3481 if (!skin)
3892 return; 3482 return;
3893 3483
3894 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3486 {

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