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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 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@schmorp.de> 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 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 335
289 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
292 * at zero. 339 * at zero.
293 */ 340 */
294 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 343
298 }
299 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 345 last_resist[i] = -1;
302 } 346
303 p->last_stats.exp = -1; 347 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 349}
310 350
311/* This loads the first map an puts the player on it. */ 351void
312static void 352player::do_destroy ()
313set_first_map (object *op)
314{ 353{
315 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 355
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
321/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
323 * mode. 373 * mode.
324 */ 374 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 375player *
376player::create ()
377{
378 player *pl = new player;
330 379
331 p = get_player (NULL); 380 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 381 set_first_map (pl->ob);
343 382
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 383 return pl;
351} 384}
352 385
353/* 386/*
354 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
364 { 397 {
365 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
366 at = first_archetype; 399 at = first_archetype;
367 else 400 else
368 at = at->next; 401 at = at->next;
402
369 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
370 return at; 404 return at;
405
371 if (at == start) 406 if (at == start)
372 { 407 {
373 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 409 exit (-1);
375 } 410 }
376 } 411 }
377} 412}
378 413
379
380object * 414object *
381get_nearest_player (object *mon) 415get_nearest_player (object *mon)
382{ 416{
383 object *op = NULL; 417 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 418 objectlink *ol;
386 unsigned lastdist; 419 unsigned lastdist;
387 rv_vector rv; 420 rv_vector rv;
388 421
389 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)
421 { 454 {
422 op = ol->ob; 455 op = ol->ob;
423 lastdist = rv.distance; 456 lastdist = rv.distance;
424 } 457 }
425 } 458 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 459
427 { 460 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
432 { 463 {
433 op = pl->ob; 464 op = pl->ob;
434 lastdist = rv.distance; 465 lastdist = rv.distance;
435 } 466 }
436 } 467
437 }
438#if 0 468#if 0
439 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)");
440#endif 470#endif
441 return op; 471 return op;
442} 472}
460 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 492 * is probably not a good thing.
463 */ 493 */
464#define MAX_SPACES 50 494#define MAX_SPACES 50
465
466 495
467/* 496/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
643 (op->type == ARMOUR || op->type == BOOTS || 672 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 673 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 674 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 676 {
648 remove_ob (op); 677 op->destroy ();
649 free_object (op);
650 continue; 678 continue;
651 } 679 }
652 } 680 }
653 681
654 /* This really needs to be better - we should really give 682 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 693 if (tmp->type == op->type && tmp->name == op->name)
666 break; 694 break;
667 695
668 if (tmp) 696 if (tmp)
669 { 697 {
670 remove_ob (op); 698 op->destroy ();
671 free_object (op);
672 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);
673 continue; 700 continue;
674 } 701 }
702
675 if (op->nrof > 1) 703 if (op->nrof > 1)
676 op->nrof = 1; 704 op->nrof = 1;
677 } 705 }
678 706
679 if (op->type == SPELLBOOK && op->inv) 707 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 719 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 720 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 721 }
694 if (op->type == SPELL) 722 if (op->type == SPELL)
695 { 723 {
696 remove_ob (op); 724 op->destroy ();
697 free_object (op);
698 continue; 725 continue;
699 } 726 }
700 else if (op->type == SKILL) 727 else if (op->type == SKILL)
701 { 728 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 729 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
712 link_player_skills (pl); 739 link_player_skills (pl);
713} 740}
714 741
715void 742void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
800{ 744{
801 if (party == NULL) 745 if (party == NULL)
802 { 746 {
803 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);
804 return; 748 return;
805 } 749 }
750
806 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
809 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:");
810} 755}
811
812 756
813/* 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. */
814int 758static int
815roll_stat (void) 759roll_stat (void)
816{ 760{
817 int a[4], i, j, k; 761 int a[4], i, j, k;
818 762
819 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 767 if (a[i] < k)
824 k = a[i], j = i; 768 k = a[i], j = i;
825 769
826 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 771 if (i != j)
829 k += a[i]; 772 k += a[i];
830 } 773
831 return k; 774 return k;
832} 775}
833 776
834void 777void
835roll_stats (object *op) 778object::roll_stats ()
836{ 779{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 780 int statsort [7];
840 781
841 do 782 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 783 {
852 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
853 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
854 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 794
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
887 802
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 803 stats.exp = 0;
899 op->stats.ac = 0; 804 stats.ac = 0;
900 805
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
910} 818}
911 819
912void 820void
913Roll_Again (object *op) 821object::swap_stats (int a, int b)
914{ 822{
915 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 826
920void 827 stats.Str = contr->orig_stats.Str;
921Swap_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)
922{ 859{
923 signed char tmp;
924 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
925 861
926 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 866}
1041 867
1042/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1046 * not the class. 872 * not the class.
1047 */ 873 */
1048
1049int 874int
1050key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1051{ 876{
1052 int tmp_loop; 877 int tmp_loop;
1053 878
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1061 { 880 {
1062 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1063 882
1064 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
885
1066 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);
1067 889
1068 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1070 892
1071 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1072 894
1073 if (op->msg) 895 if (op->msg)
1074 op->msg = NULL; 896 op->msg = NULL;
1075 897
1076 /* 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
1085 start_info (op); 907 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 910 link_player_skills (op);
1089 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1090 fix_player (op); 912 op->update_stats ();
1091 913
1092 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1093 * is one for this race 915 * is one for this race
1094 */ 916 */
1095 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1096 { 918 {
1097 object *tmp; 919 object *tmp;
1098 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1099 921
1100 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);
1101 tmp = get_object (); 923 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1107 * default initial map */ 929 * default initial map */
1108 free_object (tmp); 930 tmp->destroy ();
1109 } 931 }
1110 else 932 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 934
1114 return 0; 935 return 0;
1115 } 936 }
1116 937
1117 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1122 while (!tmp_loop) 943 while (!tmp_loop)
1123 { 944 {
1124 shstr name = op->name; 945 shstr name = op->name;
1125 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1126 947
1127 remove_statbonus (op); 948 op->remove_statbonus ();
1128 remove_ob (op); 949 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
1131 op->instantiate (); 952 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 954 op->name = op->name_pl = name;
1134 op->x = x; 955 op->x = x;
1135 op->y = y; 956 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 960 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1141 } 962 }
1142 963
1143 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 966 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 969 op->stats.grace = 0;
1149 970
1150 if (op->msg) 971 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 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 maptile *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
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1119 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1124 }
1125
1381 /* philosophy: 1126 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1131 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1168 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1169 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1170 if (tmp->type == FOOD)
1426 { 1171 {
1427 pick_up (op, tmp); 1172 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1173 continue;
1431 } 1174 }
1175
1432 if (op->contr->mode & PU_DRINK) 1176 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1178 {
1435 pick_up (op, tmp); 1179 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1180 continue;
1439 } 1181 }
1440 1182
1441 if (op->contr->mode & PU_POTION) 1183 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1184 if (tmp->type == POTION)
1443 { 1185 {
1444 pick_up (op, tmp); 1186 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1187 continue;
1448 } 1188 }
1449 1189
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1190 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1191 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1192 if (tmp->type == SPELLBOOK)
1453 { 1193 {
1454 pick_up (op, tmp); 1194 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1195 continue;
1458 } 1196 }
1197
1459 if (op->contr->mode & PU_SKILLSCROLL) 1198 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1199 if (tmp->type == SKILLSCROLL)
1461 { 1200 {
1462 pick_up (op, tmp); 1201 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1202 continue;
1466 } 1203 }
1204
1467 if (op->contr->mode & PU_READABLES) 1205 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1207 {
1470 pick_up (op, tmp); 1208 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1209 continue;
1474 } 1210 }
1475 1211
1476 /* wands/staves/rods/horns */ 1212 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1215 {
1480 pick_up (op, tmp); 1216 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1217 continue;
1484 } 1218 }
1485 1219
1486 /* pick up all magical items */ 1220 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1221 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1223 {
1490 pick_up (op, tmp); 1224 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1225 continue;
1494 } 1226 }
1495 1227
1496 if (op->contr->mode & PU_VALUABLES) 1228 if (op->contr->mode & PU_VALUABLES)
1497 { 1229 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1230 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1231 {
1500 pick_up (op, tmp); 1232 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1233 continue;
1504 } 1234 }
1505 } 1235 }
1506 1236
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1237 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1238 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1239 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1240 {
1511 pick_up (op, tmp); 1241 pick_up (op, tmp);
1242 continue;
1512 if (0) 1243 }
1513 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);
1514 continue; 1250 continue;
1515 } 1251 }
1516 1252
1517 /* bows and arrows. Bows are good for selling! */ 1253 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1254 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1255 if (tmp->type == BOW)
1520 { 1256 {
1521 pick_up (op, tmp); 1257 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1258 continue;
1525 } 1259 }
1260
1526 if (op->contr->mode & PU_ARROW) 1261 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1262 if (tmp->type == ARROW)
1528 { 1263 {
1529 pick_up (op, tmp); 1264 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1265 continue;
1533 } 1266 }
1534 1267
1535 /* all kinds of armor etc. */ 1268 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1269 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1270 if (tmp->type == ARMOUR)
1538 { 1271 {
1539 pick_up (op, tmp); 1272 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1273 continue;
1543 } 1274 }
1275
1544 if (op->contr->mode & PU_HELMET) 1276 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1277 if (tmp->type == HELMET)
1546 { 1278 {
1547 pick_up (op, tmp); 1279 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1280 continue;
1551 } 1281 }
1282
1552 if (op->contr->mode & PU_SHIELD) 1283 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1284 if (tmp->type == SHIELD)
1554 { 1285 {
1555 pick_up (op, tmp); 1286 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1287 continue;
1559 } 1288 }
1289
1560 if (op->contr->mode & PU_BOOTS) 1290 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1291 if (tmp->type == BOOTS)
1562 { 1292 {
1563 pick_up (op, tmp); 1293 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1294 continue;
1567 } 1295 }
1296
1568 if (op->contr->mode & PU_GLOVES) 1297 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1298 if (tmp->type == GLOVES)
1570 { 1299 {
1571 pick_up (op, tmp); 1300 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1301 continue;
1575 } 1302 }
1303
1576 if (op->contr->mode & PU_CLOAK) 1304 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1305 if (tmp->type == CLOAK)
1578 { 1306 {
1579 pick_up (op, tmp); 1307 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1308 continue;
1583 } 1309 }
1584 1310
1585 /* hoping to catch throwing daggers here */ 1311 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1312 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1314 {
1589 pick_up (op, tmp); 1315 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1316 continue;
1593 } 1317 }
1594 1318
1595 /* careful: chairs and tables are weapons! */ 1319 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1320 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1323 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1326 {
1603 pick_up (op, tmp); 1327 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1328 continue;
1607 } 1329 }
1608 } 1330 }
1331
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1332 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1333 {
1611 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)
1612 { 1335 {
1613 pick_up (op, tmp); 1336 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1337 continue;
1617 } 1338 }
1618 } 1339 }
1619 } 1340 }
1620 1341
1621 /* misc stuff that's useful */ 1342 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1343 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1345 {
1625 pick_up (op, tmp); 1346 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1347 continue;
1629 } 1348 }
1630 1349
1631 /* 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
1632 * pickups */ 1351 * pickups */
1654 continue; 1373 continue;
1655 } 1374 }
1656 } 1375 }
1657 } /* the new pickup model */ 1376 } /* the new pickup model */
1658 } 1377 }
1378
1659 return !stop; 1379 return !stop;
1660} 1380}
1661 1381
1662/* 1382/*
1663 * Find an arrow in the inventory and after that 1383 * Find an arrow in the inventory and after that
1840 if (!dir) 1560 if (!dir)
1841 { 1561 {
1842 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!");
1843 return 0; 1563 return 0;
1844 } 1564 }
1565
1845 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1847 else 1568 else
1848 { 1569 {
1849 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1857 { 1578 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1580 return 0;
1860 } 1581 }
1861 } 1582 }
1583
1862 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1863 { 1585 {
1864 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);
1865 return 0; 1587 return 0;
1866 } 1588 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1591
1870 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1873 if (bowspeed < 1) 1596 if (bowspeed < 1)
1874 bowspeed = 1; 1597 bowspeed = 1;
1875 1598
1876 if (arrow == NULL) 1599 if (arrow == NULL)
1877 { 1600 {
1883 else 1606 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1608 return 0;
1886 } 1609 }
1887 } 1610 }
1611
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1614 return 0;
1892 } 1615
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1617 {
1895 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.");
1896 return 0; 1619 return 0;
1897 } 1620 }
1898 1621
1899 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1623 if (arrow->nrof == 0)
1901 { 1624 {
1902 remove_ob (arrow); 1625 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1626 return 0;
1905 } 1627 }
1906 1628
1907 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1631 if (!arrow)
1910 { 1632 {
1911 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);
1912 return 0; 1634 return 0;
1913 } 1635 }
1914 set_owner (arrow, op); 1636
1637 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1639 arrow->direction = dir;
1918 arrow->x = sx;
1919 arrow->y = sy;
1920 1640
1921 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1922 { 1642 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op); 1644 op->update_stats ();
1925 } 1645 }
1926 1646
1927 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1933 1653
1934 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1935 * 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.
1936 */ 1656 */
1937 1657
1939 1659
1940 /* update the speed */ 1660 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 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;
1943 1663
1944 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1948 1666
1949 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1950 { 1668 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1961 } 1679 }
1962 1680
1963 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1965 1683
1966 if (bow->slaying != NULL) 1684 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1968 1686
1969 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1689
1973 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);
1974 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1975 1692
1976 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1694 move_arrow (arrow);
1978 1695
1979 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
2005 } 1722 }
2006 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)
2007 { 1724 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1726 wcmod = -1;
1727
2010 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);
2011 } 1729 }
2012 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
2013 { 1731 {
2014 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);
2084 1802
2085 if (item->arch) 1803 if (item->arch)
2086 { 1804 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2089 item->speed = 0; 1807 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1808 }
1809
2092 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1812 }
2095 } 1813 }
2096 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1815 drain_rod_charge (item);
2099 }
2100 } 1816 }
2101} 1817}
2102 1818
2103/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2104 */ 1820 */
2127 case range_misc: 1843 case range_misc:
2128 fire_misc_object (op, dir); 1844 fire_misc_object (op, dir);
2129 return; 1845 return;
2130 1846
2131 case range_golem: /* Control summoned monsters from scrolls */ 1847 case range_golem: /* Control summoned monsters from scrolls */
2132 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))
2133 { 1849 {
2134 op->contr->ranges[range_golem] = NULL; 1850 op->contr->ranges[range_golem] = 0;
2135 op->contr->shoottype = range_none; 1851 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 } 1852 }
2138 else 1853 else
2139 control_golem (op->contr->ranges[range_golem], dir); 1854 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 1855 return;
2141 1856
2248 * 0 otherwise 1963 * 0 otherwise
2249 */ 1964 */
2250static int 1965static int
2251player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2252{ 1967{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2257 */ 1971 */
2258 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2296 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2300 */ 2014 */
2301
2302void 2015void
2303move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2304{ 2017{
2305 object *tmp, *mon; 2018 object *tmp, *mon;
2306 sint16 nx, ny; 2019 sint16 nx, ny;
2308 maptile *m; 2021 maptile *m;
2309 2022
2310 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2312 2025
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2314 2027
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2323 */ 2036 */
2324 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))
2325 { 2038 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2040 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2329 if (!m) 2042 if (!m)
2330 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2331 } 2044 }
2332 else 2045 else
2333 m = op->map; 2046 m = op->map;
2334 2047
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2049 return;
2339 }
2340 2050
2341 mon = NULL; 2051 mon = 0;
2342 /* 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
2343 * 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.
2344 * 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
2345 * on the space 2055 * on the space
2346 */ 2056 */
2347 while (tmp != NULL) 2057 while (tmp)
2348 { 2058 {
2349 if (tmp == op) 2059 if (tmp == op)
2350 { 2060 {
2351 tmp = tmp->above; 2061 tmp = tmp->above;
2352 continue; 2062 continue;
2353 } 2063 }
2064
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2066 {
2356 mon = tmp; 2067 mon = tmp;
2357 break; 2068 break;
2358 } 2069 }
2070
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2072 mon = tmp;
2073
2361 tmp = tmp->above; 2074 tmp = tmp->above;
2362 } 2075 }
2363 2076
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2078 return; /* into a wall */
2366 2079
2367 if (mon->head != NULL) 2080 if (mon->head)
2368 mon = mon->head; 2081 mon = mon->head;
2369 2082
2370 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))
2371 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2372 return; 2085 return;
2384 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2385 */ 2098 */
2386 if ((op->type == PLAYER) 2099 if ((op->type == PLAYER)
2387#if COZY_SERVER 2100#if COZY_SERVER
2388 && 2101 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2102 ((mon->owner && mon->owner->contr
2390 && 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)
2391#else 2104#else
2392 && get_owner (mon) == op 2105 && mon->owner == op
2393#endif 2106#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2108 {
2396 /* 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 */
2397 if (op->contr->braced) 2110 if (op->contr->braced)
2398 return; 2111 return;
2112
2399 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);
2400 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2116 make_visible (op);
2117
2403 return; 2118 return;
2404 } 2119 }
2405 2120
2406 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2409 * attack them either. 2124 * attack them either.
2410 */ 2125 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (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)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2129 (op->contr->peaceful
2415 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2416 && mon->contr-> 2131 && mon->contr->
2417 peaceful)) && 2132 peaceful)) &&
2418#else 2133#else
2419 op->contr->peaceful && 2134 op->contr->peaceful &&
2420#endif 2135#endif
2421 !on_battleground)) 2136 !on_battleground))
2422 { 2137 {
2423 if (!op->contr->braced) 2138 if (!op->contr->braced)
2424 { 2139 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2427 } 2142 }
2428 else 2143 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2145
2432 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2147 make_visible (op);
2434 } 2148 }
2435 2149
2436 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2447 * 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
2448 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2449 * 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
2450 * 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.
2451 */ 2165 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((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)))
2455 { 2168 {
2456 2169
2457 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2178
2466 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 */
2467 } 2180 }
2468 2181
2469 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2470 2183
2471 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2187 * the wiz.
2476 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))
2477 { 2190 {
2478 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2479 2192
2480 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2483 } 2196 }
2197
2484 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2485 make_visible (op); 2199 make_visible (op);
2486 } 2200 }
2487 } /* if player should attack something */ 2201 } /* if player should attack something */
2488} 2202}
2490int 2204int
2491move_player (object *op, int dir) 2205move_player (object *op, int dir)
2492{ 2206{
2493 int pick; 2207 int pick;
2494 2208
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2210 return 0;
2497 2211
2498 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2500 { 2214 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2216 return 0;
2503 } 2217 }
2504 2218
2505 /* peterm: added following line */ 2219 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2508 2222
2509 op->facing = dir; 2223 op->facing = dir;
2510 2224
2523 2237
2524 /* 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
2525 * server can handle repeat firing. 2239 * server can handle repeat firing.
2526 */ 2240 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2242 op->direction = dir;
2530 }
2531 else 2243 else
2532 {
2533 op->direction = 0; 2244 op->direction = 0;
2534 } 2245
2535 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2248 * for players.
2538 */ 2249 */
2539 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2584 /* 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
2585 * 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
2586 * 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
2587 * 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.
2588 */ 2299 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((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))
2591 {
2592 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2593 op->contr->golem_count = 0;
2594 }
2595 2302
2596 /* 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
2597 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2305 * called, so we recheck it here.
2599 */ 2306 */
2600 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2601 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2602 return 0; 2311 {
2603
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2313 {
2606 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2315 op->speed_left--;
2608 2316
2609 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2610 * 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
2611 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2612 */ 2320 */
2613 move_player (op, op->direction); 2321 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2322
2615 return 1; 2323 return op->speed_left > 0;
2616 else 2324 }
2617 return 0;
2618 } 2325 }
2326
2619 return 0; 2327 return 0;
2620} 2328}
2621 2329
2622int 2330int
2623save_life (object *op) 2331save_life (object *op)
2624{ 2332{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2334 return 0;
2629 2335
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2338 {
2633 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);
2634 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
2635 if (op->contr) 2342 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2344
2638 free_object (tmp); 2345 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2640 if (op->stats.hp < 0) 2348 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2642 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2643 op->stats.food = 999; 2352 op->stats.food = 999;
2644 fix_player (op); 2353
2354 op->update_stats ();
2645 return 1; 2355 return 1;
2646 } 2356 }
2357
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2361 return 0;
2651} 2362}
2660{ 2371{
2661 object *next; 2372 object *next;
2662 2373
2663 while (op) 2374 while (op)
2664 { 2375 {
2665 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' */
2666 * we remove object 'op' 2377
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2379 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2676 } 2384 }
2677 else if (op->inv) 2385 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2679 op = next; 2388 op = next;
2680 } 2389 }
2681} 2390}
2682
2683 2391
2684/* 2392/*
2685 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2409 else
2702 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2413 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2706 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);
2707 else 2416 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2420 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2712 { 2422 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2425 strcat (buf2, buf);
2716 } 2426 }
2427
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2720 return buf2; 2432 return buf2;
2721} 2433}
2722
2723
2724 2434
2725void 2435void
2726do_some_living (object *op) 2436do_some_living (object *op)
2727{ 2437{
2728 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2737 const int max_grace = 1; 2447 const int max_grace = 1;
2738 2448
2739 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2740 { 2450 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 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)
2743 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2454 }
2745 2455
2746 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2747 { 2457 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2462 else
2754 { 2463 {
2755 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2466 }
2467
2758 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2470 else
2761 { 2471 {
2762 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2474 }
2475
2765 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2478 else
2768 { 2479 {
2769 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2785 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2786 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))
2787 op->stats.food = last_food; 2498 op->stats.food = last_food;
2788 } 2499 }
2789 } 2500 }
2501
2790 if (max_sp > 1) 2502 if (max_sp > 1)
2791 { 2503 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2505 if (over_sp > 0)
2794 { 2506 {
2795 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2796 { 2508 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2798 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))
2799 op->stats.sp--; 2512 op->stats.sp--;
2513
2800 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2802 } 2516 }
2803 op->last_sp = 0; 2517 op->last_sp = 0;
2804 } 2518 }
2805 else 2519 else
2806 {
2807 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);
2808 }
2809 } 2521 }
2810 else 2522 else
2811 {
2812 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);
2813 }
2814 } 2524 }
2815 2525
2816 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2817 /* 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. */
2818 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2819 { 2529 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2822 if (max_grace > 1) 2533 if (max_grace > 1)
2823 { 2534 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2536 if (over_grace > 0)
2826 { 2537 {
2854 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2855 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))
2856 op->stats.food = last_food; 2567 op->stats.food = last_food;
2857 } 2568 }
2858 } 2569 }
2570
2859 if (max_hp > 1) 2571 if (max_hp > 1)
2860 { 2572 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2574 if (over_hp > 0)
2863 { 2575 {
2887 2599
2888 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2889 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);
2890 else 2602 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2892 /* dms do not consume food */ 2605 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2607 op->stats.food--;
2895 } 2608 }
2896 }
2897 2609
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2611 {
2900 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2901 2613
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2615 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2908 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.");
2909 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2623 break;
2912 } 2624 }
2913 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2914 flesh = tmp; 2626 flesh = tmp;
2915 } /* End if paid for object */ 2627 } /* End if paid for object */
2916 } /* end of for loop */ 2628 } /* end of for loop */
2629
2917 /* 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
2918 * eat flesh instead. 2631 * eat flesh instead.
2919 */ 2632 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2634 {
2922 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.");
2923 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2924 } 2637 }
2925 } /* end if player is starving */ 2638 }
2926 2639
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2929 2642
2930 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))
2931 kill_player (op); 2644 kill_player (op);
2645 }
2932} 2646}
2933
2934
2935 2647
2936/* 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.
2937 * 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
2938 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2651 * file.
2969 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!");
2970 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...");
2971 2683
2972 /* restore player */ 2684 /* restore player */
2973 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2687 {
2977 remove_ob (tmp); 2688 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2690 }
2981 2691
2982 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2694 {
2986 remove_ob (tmp); 2695 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2697 }
2990 2698
2991 cure_disease (op, 0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2702 op->stats.food = 999;
2995 2703
2996 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2706 {
3000 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2708 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
3003 " 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",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2712 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
3008 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2716 }
3011 2717
3012 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2720 op->contr->braced = 0;
3019 2725
3020 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
3021 2727
3022 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
3023 { 2729 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3033 } 2732 }
3034 else 2733 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3044 } 2735
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2737
3047 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3048 x = op->x; 2739 x = op->x;
3049 y = op->y; 2740 y = op->y;
3050 map = op->map; 2741 map = op->map;
3051 2742
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * 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.
3057 * 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.
3058 */ 2746 */
3059 2747
3060 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2750 * of death.
3063 */ 2751 */
3064#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3066 { 2754 {
3067 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3068 /* 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
3069 more if they do. */ 2757 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2760 little bit harder. */
3073 /* GD */ 2761 /* GD */
3074 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2763 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2764 else
3080 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3081 num_stats_lose = 1; 2768 num_stats_lose = 1;
3082 } 2769
3083 lost_a_stat = 0; 2770 lost_a_stat = 0;
3084 2771
3085 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3086 { 2773 {
3087 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3088 2775
3089 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3090 { 2777 {
3091 /* 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
3092 * what he lost. 2779 * what he lost.
3093 */ 2780 */
3094 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 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);
3100 } 2799 }
3101 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3102 { 2802 {
3103 /* deplete a stat */ 2803 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3105 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3106 2806 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2807 {
3110 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3112 } 2810
3113 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 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)
3120 { 2817 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2818 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2820 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2821 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2822 else
3155 if (this_stat >= -50)
3156 { 2823 {
3157 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 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"); */
3162 } 2829 }
3163 } 2830 }
3164 } 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 }
3165 } 2850 }
2851 }
2852 }
3166 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2854 if (!lost_a_stat)
3168 { 2855 {
3169 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3172 2859
3173 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3174 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);
3175 else 2862 else
3176 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.");
3177 } 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.");
3178#endif 2867#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2868
3181 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2870 * exp loss on the stone.
3183 */ 2871 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2874 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3189 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);
3190 tmp->msg = buf; 2878 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2881
3194 /**************************************/ 2882 /**************************************/
3195 /* */ 2883 /* */
3196 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3199 /* */ 2887 /* */
3200
3201 /**************************************/ 2888 /**************************************/
3202 2889
3203 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2891 /* restore player */
3205 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
2894
3207 if (tmp) 2895 if (tmp)
3208 { 2896 {
3209 remove_ob (tmp); 2897 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2899 }
3213 2900
3214 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2903 if (tmp)
3217 { 2904 {
3218 remove_ob (tmp); 2905 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2907 }
2908
3222 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3223 2910
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3227 op->stats.food = 900; 2914 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2918
3232 /* 2919 /*
3233 * 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
3234 * 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
3235 * in the map. 2922 * in the map.
3236 */ 2923 */
3237 2924
3238 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3240 2927
3241 /****************************************/ 2928 /****************************************/
3242 /* */ 2929 /* */
3243 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3245 /* */ 2932 /* */
3246
3247 /****************************************/ 2933 /****************************************/
3248 2934
3249 enter_player_savebed (op); 2935 enter_player_savebed (op);
3250 2936
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2937 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2938
3257 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2942 * on the space that might harm the player.
3261 */ 2943 */
3262 will_kill_again = 0; 2944 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3267 } 2948
3268 if (will_kill_again) 2949 if (will_kill_again)
3269 { 2950 {
3270 object *force; 2951 object *force;
3271 int at; 2952 int at;
3272 2953
3273 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2956 force->speed = 0.1;
3276 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2961 force->resist[at] = 100;
3282 } 2962
3283 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3284 fix_player (op); 2964 op->update_stats ();
3285 2965
3286 } 2966 }
3287 2967
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2969}
3357
3358 2970
3359void 2971void
3360loot_object (object *op) 2972loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3363 2975
3364 if (op->container) 2976 if (op->container)
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3367 }
3368 2978
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3370 { 2980 {
3371 next = tmp->below; 2981 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3373 continue; 2984 continue;
3374 remove_ob (tmp); 2985
2986 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2989 { /* empty container to ground */
3378 loot_object (tmp); 2990 loot_object (tmp);
3379 } 2991 }
3380 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)))
3381 { 2993 {
3382 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3383 { 2995 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2997 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2999 }
3388 else 3000 else
3389 free_object (tmp); 3001 tmp->destroy ();
3390 } 3002 }
3391 else 3003 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3005 }
3394} 3006}
3400 */ 3012 */
3401 3013
3402void 3014void
3403fix_weight (void) 3015fix_weight (void)
3404{ 3016{
3405 player *pl; 3017 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 3018 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 3020
3411 if (old == sum) 3021 if (old == sum)
3412 continue; 3022 continue;
3413 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3414 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);
3415 } 3025 }
3416} 3026}
3417 3027
3418void 3028void
3419fix_luck (void) 3029fix_luck (void)
3420{ 3030{
3421 player *pl; 3031 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3426} 3034}
3427
3428 3035
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3432 */ 3039 */
3433
3434void 3040void
3435cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3436{ 3042{
3437 object *skop, *spob; 3043 object *skop, *spob;
3438 3044
3459 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3460 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);
3461 3067
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3069
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3071}
3468 3072
3469void 3073void
3470make_visible (object *op) 3074make_visible (object *op)
3471{ 3075{
3485 object *tmp = NULL; 3089 object *tmp = NULL;
3486 3090
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3092 return 1;
3489 3093
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3094 return 0;
3496} 3095}
3497 3096
3498/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3555 3154
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3156
3558 /* 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! */
3559 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3562 { 3160 {
3563 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!");
3564 make_visible (op); 3162 make_visible (op);
3565 return; 3163 return;
3566 } 3164 }
3567 else 3165 else
3568 num += 20; 3166 num += 20;
3569 } 3167
3570 num += op->map->difficulty; 3168 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3170 num -= hide;
3171
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3173 {
3575 make_visible (op); 3174 make_visible (op);
3576 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3577 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!");
3578 } 3177 }
3579 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3580 {
3581 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);
3582 }
3583} 3180}
3584 3181
3585/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3586 3183
3587int 3184int
3614 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3615 continue; 3212 continue;
3616 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)))
3617 continue; 3214 continue;
3618 3215
3619 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)
3620 { 3217 {
3621 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))
3622 return 1; 3219 return 1;
3623 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3624 { 3221 {
3654 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3655 { 3252 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3254 return -1;
3658 } 3255 }
3256
3659 if (!pl || !op) 3257 if (!pl || !op)
3660 return 0; 3258 return 0;
3661 3259
3662 if (op->head)
3663 {
3664 op = op->head; 3260 op = op->head_ ();
3665 } 3261
3666 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3667 3263
3668 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3265 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3678 3274
3679 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3277 * for any meaningful values.
3682 */ 3278 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !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)])
3686 return 1; 3282 return 1;
3687 op = op->more; 3283 op = op->more;
3688 } 3284 }
3689 return 0; 3285 return 0;
3690} 3286}
3800 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3801 return; 3397 return;
3802 3398
3803 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++);
3804 3400
3805 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3806 { 3402 {
3807 /* 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]); */
3808 return; 3404 return;
3809 } 3405 }
3810 3406
3876 { 3472 {
3877 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3474 object *skin;
3879 3475
3880 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 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
3882 if (skin == NULL) 3481 if (!skin)
3883 return; 3482 return;
3884 3483
3885 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3486 {

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