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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 26#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <sounds.h> 28#include <sounds.h>
38#include <living.h> 29#include <living.h>
39#include <object.h> 30#include <object.h>
40#include <spells.h> 31#include <spells.h>
41#include <skills.h> 32#include <skills.h>
42#include <newclient.h>
43 33
44#ifdef COZY_SERVER 34#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 35#include <functional>
46#endif
47 36
48player * 37playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 38
87void 39void
88display_motd (const object *op) 40display_motd (const object *op)
89{ 41{
90 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
93 int comp; 45 int comp;
94 int size; 46 int size;
95 47
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 50 return;
100 } 51
101 motd[0] = '\0'; 52 motd[0] = '\0';
102 size = 0; 53 size = 0;
54
103 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
104 { 56 {
105 if (*buf == '#') 57 if (*buf == '#')
106 continue; 58 continue;
59
107 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 61 size += strlen (buf);
109 } 62 }
63
110 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);
111 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
112} 66}
113 67
114void 68void
120 int comp; 74 int comp;
121 int size; 75 int size;
122 76
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 79 return;
127 } 80
128 rules[0] = '\0'; 81 rules[0] = '\0';
129 size = 0; 82 size = 0;
83
130 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
131 { 85 {
132 if (*buf == '#') 86 if (*buf == '#')
133 continue; 87 continue;
88
134 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
135 { 90 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 92 break;
138 } 93 }
94
139 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 96 size += strlen (buf);
141 } 97 }
98
142 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);
143 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
144} 101}
145 102
146void 103void
154 int size; 111 int size;
155 112
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 115 return;
116
159 news[0] = '\0'; 117 news[0] = '\0';
160 subject[0] = '\0'; 118 subject[0] = '\0';
161 size = 0; 119 size = 0;
120
162 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
163 { 122 {
164 if (*buf == '#') 123 if (*buf == '#')
165 continue; 124 continue;
125
166 if (*buf == '%') 126 if (*buf == '%')
167 { /* send one news */ 127 { /* send one news */
168 if (size > 0) 128 if (size > 0)
169 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
170 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
171 strip_endline (subject); 132 strip_endline (subject);
172 size = 0; 133 size = 0;
173 news[0] = '\0'; 134 news[0] = '\0';
174 } 135 }
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 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);
189 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
190} 151}
191 152
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316}
317
318/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
319static void 154static void
320set_first_map (object *op) 155set_first_map (object *op)
321{ 156{
322 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
323 op->x = -1; 158 op->x = -1;
324 op->y = -1; 159 op->y = -1;
325 enter_exit (op, NULL);
326} 160}
327 161
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)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
377}
378
379player::~player ()
380{
381 /* Clear item stack */
382 free (stack_items);
383}
384
328/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
330 * mode. 387 * mode.
331 */ 388 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 389player *
390player::create ()
391{
392 player *pl = new player;
337 393
338 p = get_player (NULL); 394 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 395 set_first_map (pl->ob);
350 396
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 397 return pl;
358} 398}
359 399
360/* 400/*
361 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
371 { 411 {
372 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
373 at = first_archetype; 413 at = first_archetype;
374 else 414 else
375 at = at->next; 415 at = at->next;
416
376 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
377 return at; 418 return at;
419
378 if (at == start) 420 if (at == start)
379 { 421 {
380 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 423 exit (-1);
382 } 424 }
383 } 425 }
384} 426}
385 427
386
387object * 428object *
388get_nearest_player (object *mon) 429get_nearest_player (object *mon)
389{ 430{
390 object *op = NULL; 431 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 432 objectlink *ol;
393 unsigned lastdist; 433 unsigned lastdist;
394 rv_vector rv; 434 rv_vector rv;
395 435
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 437 {
398 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 445 object *tmp = ol->ob;
406 446
407 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 448 * itself will have been cleared.
409 */ 449 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
411 ol = ol->next; 452 ol = ol->next;
412 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
413 if (!ol) 454 if (!ol)
414 return op; 455 return op;
415 } 456 }
428 { 469 {
429 op = ol->ob; 470 op = ol->ob;
430 lastdist = rv.distance; 471 lastdist = rv.distance;
431 } 472 }
432 } 473 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 474
434 { 475 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
439 { 478 {
440 op = pl->ob; 479 op = pl->ob;
441 lastdist = rv.distance; 480 lastdist = rv.distance;
442 } 481 }
443 } 482
444 }
445#if 0 483#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 485#endif
448 return op; 486 return op;
449} 487}
467 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 507 * is probably not a good thing.
470 */ 508 */
471#define MAX_SPACES 50 509#define MAX_SPACES 50
472
473 510
474/* 511/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 533path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 534{
498 rv_vector rv; 535 rv_vector rv;
499 sint16 x, y; 536 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 537 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 538 maptile *m, *lastmap;
502 539
503 get_rangevector (mon, pl, &rv, 0); 540 get_rangevector (mon, pl, &rv, 0);
504 541
505 if (rv.distance < mindiff) 542 if (rv.distance < mindiff)
506 return 0; 543 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 691 {
655 remove_ob (op); 692 op->destroy ();
656 free_object (op);
657 continue; 693 continue;
658 } 694 }
659 } 695 }
660 696
661 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
673 break; 709 break;
674 710
675 if (tmp) 711 if (tmp)
676 { 712 {
677 remove_ob (op); 713 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 715 continue;
681 } 716 }
717
682 if (op->nrof > 1) 718 if (op->nrof > 1)
683 op->nrof = 1; 719 op->nrof = 1;
684 } 720 }
685 721
686 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 736 }
701 if (op->type == SPELL) 737 if (op->type == SPELL)
702 { 738 {
703 remove_ob (op); 739 op->destroy ();
704 free_object (op);
705 continue; 740 continue;
706 } 741 }
707 else if (op->type == SKILL) 742 else if (op->type == SKILL)
708 { 743 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
719 link_player_skills (pl); 754 link_player_skills (pl);
720} 755}
721 756
722void 757void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
808{ 759{
809 if (party == NULL) 760 if (party == NULL)
810 { 761 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 763 return;
813 } 764 }
765
814 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 770}
819
820 771
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 773static int
823roll_stat (void) 774roll_stat (void)
824{ 775{
825 int a[4], i, j, k; 776 int a[4], i, j, k;
826 777
827 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
830 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 782 if (a[i] < k)
832 k = a[i], j = i; 783 k = a[i], j = i;
833 784
834 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 786 if (i != j)
837 k += a[i]; 787 k += a[i];
838 } 788
839 return k; 789 return k;
840} 790}
841 791
842void 792void
843roll_stats (object *op) 793object::roll_stats ()
844{ 794{
845 int sum = 0;
846 int i = 0, j = 0;
847 int statsort[7]; 795 int statsort [7];
848 796
849 do 797 for (;;)
850 {
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 } 798 {
860 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
861 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
862 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 809
871 /* a quick and dirty bubblesort? */
872 do
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887
888 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
889 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
890 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
891 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
892 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
895 817
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 818 stats.exp = 0;
907 op->stats.ac = 0; 819 stats.ac = 0;
908 820
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
917 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
918} 833}
919 834
920void 835void
921Roll_Again (object *op) 836object::swap_stats (int a, int b)
922{ 837{
923 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
926}
927 841
928void 842 stats.Str = contr->orig_stats.Str;
929Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
930{ 874{
931 signed char tmp;
932 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
933 876
934 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 881}
1049 882
1050/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1054 * not the class. 887 * not the class.
1055 */ 888 */
1056
1057int 889int
1058key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1059{ 891{
1060 int tmp_loop; 892 int tmp_loop;
1061 893
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1069 { 895 {
1070 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1071 897
1072 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
900
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 901 treasurelist *tl = find_treasurelist ("starting_wealth");
902 if (tl)
903 create_treasure (tl, op, 0, 0, 0);
1075 904
1076 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1078 907
1079 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1080 909
1081 if (op->msg) 910 if (op->msg)
1082 op->msg = NULL; 911 op->msg = NULL;
1083 912
1084 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1093 start_info (op); 922 start_info (op);
1094 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1096 link_player_skills (op); 925 link_player_skills (op);
1097 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1098 fix_player (op); 927 op->update_stats ();
1099 928
1100 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1101 * is one for this race 930 * is one for this race
1102 */ 931 */
1103 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1104 { 933 {
1105 object *tmp; 934 object *tmp;
1106 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1107 936
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1109 tmp = get_object (); 938 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1115 * default initial map */ 944 * default initial map */
1116 free_object (tmp); 945 tmp->destroy ();
1117 } 946 }
1118 else 947 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 949
1122 return 0; 950 return 0;
1123 } 951 }
1124 952
1125 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1130 while (!tmp_loop) 958 while (!tmp_loop)
1131 { 959 {
1132 shstr name = op->name; 960 shstr name = op->name;
1133 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1134 962
1135 remove_statbonus (op); 963 op->remove_statbonus ();
1136 remove_ob (op); 964 op->remove ();
1137 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1138 copy_object (&op->arch->clone, op); 966 op->arch->clone.copy_to (op);
1139 op->instantiate (); 967 op->instantiate ();
1140 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1141 op->name = op->name_pl = name; 969 op->name = op->name_pl = name;
1142 op->x = x; 970 op->x = x;
1143 op->y = y; 971 op->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 974 assign (op->contr->title, op->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 975 op->add_statbonus ();
1149 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1150 } 977 }
978
1151 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 981 op->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 984 op->stats.grace = 0;
985
1157 if (op->msg) 986 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0; 990 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 991}
1210 992
1211void 993void
1212flee_player (object *op) 994flee_player (object *op)
1213{ 995{
1243 { 1025 {
1244 op->enemy = NULL; 1026 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1028 return;
1247 } 1029 }
1030
1248 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1249 1032
1250 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1252 { 1035 {
1253 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1254 1037
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1039 return;
1258 }
1259 } 1040 }
1041
1260 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1044 op->enemy = NULL;
1263} 1045}
1264 1046
1269 */ 1051 */
1270int 1052int
1271check_pick (object *op) 1053check_pick (object *op)
1272{ 1054{
1273 object *tmp, *next; 1055 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1056 int stop = 0;
1276 int j, k, wvratio; 1057 int j, k, wvratio;
1277 char putstring[128], tmpstr[16]; 1058 char putstring[128], tmpstr[16];
1278 1059
1279
1280 /* if you're flying, you cna't pick up anything */ 1060 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1061 if (op->move_type & MOVE_FLYING)
1282 return 1; 1062 return 1;
1283 1063
1284 op_tag = op->count;
1285
1286 next = op->below; 1064 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1065
1290 /* loop while there are items on the floor that are not marked as 1066 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1067 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1068 while (next && !next->destroyed ())
1293 { 1069 {
1294 tmp = next; 1070 tmp = next;
1295 next = tmp->below; 1071 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1072
1299 if (was_destroyed (op, op_tag)) 1073 if (op->destroyed ())
1300 return 0; 1074 return 0;
1301 1075
1302 if (!can_pick (op, tmp)) 1076 if (!can_pick (op, tmp))
1303 continue; 1077 continue;
1304 1078
1312 /* high not bit set? We're using the old autopickup model */ 1086 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1087 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1088 {
1315 switch (op->contr->mode) 1089 switch (op->contr->mode)
1316 { 1090 {
1317 case 0: 1091 case 0:
1318 return 1; /* don't pick up */ 1092 return 1; /* don't pick up */
1319 case 1: 1093 case 1:
1094 pick_up (op, tmp);
1095 return 1;
1096 case 2:
1097 pick_up (op, tmp);
1098 return 0;
1099 case 3:
1100 return 0; /* stop before pickup */
1101 case 4:
1102 pick_up (op, tmp);
1103 break;
1104 case 5:
1105 pick_up (op, tmp);
1106 stop = 1;
1107 break;
1108 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1110 pick_up (op, tmp);
1321 return 1; 1111 break;
1112
1322 case 2: 1113 case 7:
1114 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1115 pick_up (op, tmp);
1324 return 0; 1116 break;
1325 case 3: 1117
1326 return 0; /* stop before pickup */ 1118 default:
1327 case 4: 1119 /* use value density */
1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1122 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1123 }
1350 } 1124 }
1351 else 1125 else
1352 { /* old model */ 1126 { /* old model */
1353 /* NEW pickup handling */ 1127 /* NEW pickup handling */
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1134 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1139 }
1140
1394 /* philosophy: 1141 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1146 * example.
1400 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1183 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1184 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1185 if (tmp->type == FOOD)
1439 { 1186 {
1440 pick_up (op, tmp); 1187 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1188 continue;
1444 } 1189 }
1190
1445 if (op->contr->mode & PU_DRINK) 1191 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1193 {
1448 pick_up (op, tmp); 1194 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1195 continue;
1452 } 1196 }
1453 1197
1454 if (op->contr->mode & PU_POTION) 1198 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1199 if (tmp->type == POTION)
1456 { 1200 {
1457 pick_up (op, tmp); 1201 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1202 continue;
1461 } 1203 }
1462 1204
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1205 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1206 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1207 if (tmp->type == SPELLBOOK)
1466 { 1208 {
1467 pick_up (op, tmp); 1209 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1210 continue;
1471 } 1211 }
1212
1472 if (op->contr->mode & PU_SKILLSCROLL) 1213 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1214 if (tmp->type == SKILLSCROLL)
1474 { 1215 {
1475 pick_up (op, tmp); 1216 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1217 continue;
1479 } 1218 }
1219
1480 if (op->contr->mode & PU_READABLES) 1220 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1221 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1222 {
1483 pick_up (op, tmp); 1223 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1224 continue;
1487 } 1225 }
1488 1226
1489 /* wands/staves/rods/horns */ 1227 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1228 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1230 {
1493 pick_up (op, tmp); 1231 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1232 continue;
1497 } 1233 }
1498 1234
1499 /* pick up all magical items */ 1235 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1236 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1238 {
1503 pick_up (op, tmp); 1239 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1240 continue;
1507 } 1241 }
1508 1242
1509 if (op->contr->mode & PU_VALUABLES) 1243 if (op->contr->mode & PU_VALUABLES)
1510 { 1244 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1245 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1246 {
1513 pick_up (op, tmp); 1247 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1248 continue;
1517 } 1249 }
1518 } 1250 }
1519 1251
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1252 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1253 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1254 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1255 {
1524 pick_up (op, tmp); 1256 pick_up (op, tmp);
1257 continue;
1525 if (0) 1258 }
1526 fprintf (stderr, "JEWELS\n"); 1259
1260 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH)
1263 {
1264 pick_up (op, tmp);
1527 continue; 1265 continue;
1528 } 1266 }
1529 1267
1530 /* bows and arrows. Bows are good for selling! */ 1268 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1269 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1270 if (tmp->type == BOW)
1533 { 1271 {
1534 pick_up (op, tmp); 1272 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1273 continue;
1538 } 1274 }
1275
1539 if (op->contr->mode & PU_ARROW) 1276 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1277 if (tmp->type == ARROW)
1541 { 1278 {
1542 pick_up (op, tmp); 1279 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1280 continue;
1546 } 1281 }
1547 1282
1548 /* all kinds of armor etc. */ 1283 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1284 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1285 if (tmp->type == ARMOUR)
1551 { 1286 {
1552 pick_up (op, tmp); 1287 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1288 continue;
1556 } 1289 }
1290
1557 if (op->contr->mode & PU_HELMET) 1291 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1292 if (tmp->type == HELMET)
1559 { 1293 {
1560 pick_up (op, tmp); 1294 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1295 continue;
1564 } 1296 }
1297
1565 if (op->contr->mode & PU_SHIELD) 1298 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1299 if (tmp->type == SHIELD)
1567 { 1300 {
1568 pick_up (op, tmp); 1301 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1302 continue;
1572 } 1303 }
1304
1573 if (op->contr->mode & PU_BOOTS) 1305 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1306 if (tmp->type == BOOTS)
1575 { 1307 {
1576 pick_up (op, tmp); 1308 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1309 continue;
1580 } 1310 }
1311
1581 if (op->contr->mode & PU_GLOVES) 1312 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1313 if (tmp->type == GLOVES)
1583 { 1314 {
1584 pick_up (op, tmp); 1315 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1316 continue;
1588 } 1317 }
1318
1589 if (op->contr->mode & PU_CLOAK) 1319 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1320 if (tmp->type == CLOAK)
1591 { 1321 {
1592 pick_up (op, tmp); 1322 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1323 continue;
1596 } 1324 }
1597 1325
1598 /* hoping to catch throwing daggers here */ 1326 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1327 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1329 {
1602 pick_up (op, tmp); 1330 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1331 continue;
1606 } 1332 }
1607 1333
1608 /* careful: chairs and tables are weapons! */ 1334 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1335 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1338 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1341 {
1616 pick_up (op, tmp); 1342 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1343 continue;
1620 } 1344 }
1621 } 1345 }
1346
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1347 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1348 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1350 {
1626 pick_up (op, tmp); 1351 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1352 continue;
1630 } 1353 }
1631 } 1354 }
1632 } 1355 }
1633 1356
1634 /* misc stuff that's useful */ 1357 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1358 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1360 {
1638 pick_up (op, tmp); 1361 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1362 continue;
1642 } 1363 }
1643 1364
1644 /* any of the last 4 bits set means we use the ratio for value 1365 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1366 * pickups */
1667 continue; 1388 continue;
1668 } 1389 }
1669 } 1390 }
1670 } /* the new pickup model */ 1391 } /* the new pickup model */
1671 } 1392 }
1393
1672 return !stop; 1394 return !stop;
1673} 1395}
1674 1396
1675/* 1397/*
1676 * Find an arrow in the inventory and after that 1398 * Find an arrow in the inventory and after that
1775 1497
1776object * 1498object *
1777pick_arrow_target (object *op, const char *type, int dir) 1499pick_arrow_target (object *op, const char *type, int dir)
1778{ 1500{
1779 object *tmp = NULL; 1501 object *tmp = NULL;
1780 mapstruct *m; 1502 maptile *m;
1781 int i, mflags, found, number; 1503 int i, mflags, found, number;
1782 sint16 x, y; 1504 sint16 x, y;
1783 1505
1784 if (op->map == NULL) 1506 if (op->map == NULL)
1785 return find_arrow (op, type); 1507 return find_arrow (op, type);
1845 */ 1567 */
1846int 1568int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1570{
1849 object *left, *bow; 1571 object *left, *bow;
1850 tag_t left_tag, tag;
1851 int bowspeed, mflags; 1572 int bowspeed, mflags;
1852 mapstruct *m; 1573 maptile *m;
1853 1574
1854 if (!dir) 1575 if (!dir)
1855 { 1576 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1578 return 0;
1858 } 1579 }
1580
1859 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1860 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1861 else 1583 else
1862 { 1584 {
1863 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1871 { 1593 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1595 return 0;
1874 } 1596 }
1875 } 1597 }
1598
1876 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1877 { 1600 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1602 return 0;
1880 } 1603 }
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883 1606
1884 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1887 if (bowspeed < 1) 1611 if (bowspeed < 1)
1888 bowspeed = 1; 1612 bowspeed = 1;
1889 1613
1890 if (arrow == NULL) 1614 if (arrow == NULL)
1891 { 1615 {
1897 else 1621 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1899 return 0; 1623 return 0;
1900 } 1624 }
1901 } 1625 }
1626
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1629 return 0;
1906 } 1630
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1632 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1633 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1634 return 0;
1911 } 1635 }
1912 1636
1913 /* this should not happen, but sometimes does */ 1637 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1638 if (arrow->nrof == 0)
1915 { 1639 {
1916 remove_ob (arrow); 1640 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1641 return 0;
1919 } 1642 }
1920 1643
1921 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1646 if (!arrow)
1925 { 1647 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1649 return 0;
1928 } 1650 }
1929 set_owner (arrow, op); 1651
1652 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1654 arrow->direction = dir;
1933 arrow->x = sx;
1934 arrow->y = sy;
1935 1655
1936 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1937 { 1657 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op); 1659 op->update_stats ();
1940 } 1660 }
1941 1661
1942 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1948 1668
1949 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1951 */ 1671 */
1952 1672
1954 1674
1955 /* update the speed */ 1675 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958 1678
1959 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1963 1681
1964 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1965 { 1683 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1971 } 1689 }
1972 else 1690 else
1973 { 1691 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1693 arrow->level = op->level;
1977 } 1694 }
1695
1978 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1979 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1698
1980 if (bow->slaying != NULL) 1699 if (bow->slaying)
1981 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1982 1701
1983 arrow->map = m;
1984 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1704
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1707
1991 if (!was_destroyed (arrow, tag)) 1708 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1709 move_arrow (arrow);
1993 1710
1994 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1995 { 1712 {
1996 if (was_destroyed (left, left_tag)) 1713 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1998 else 1715 else
1999 esrv_send_item (op, left); 1716 esrv_send_item (op, left);
2000 } 1717 }
1718
2001 return 1; 1719 return 1;
2002} 1720}
2003 1721
2004/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1723 * account the special fire modes players can have
2019 } 1737 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1739 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1741 wcmod = -1;
1742
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1744 }
2026 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
2027 { 1746 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2098 1817
2099 if (item->arch) 1818 if (item->arch)
2100 { 1819 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2103 item->speed = 0; 1822 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1823 }
1824
2106 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1827 }
2109 } 1828 }
2110 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1830 drain_rod_charge (item);
2113 }
2114 } 1831 }
2115} 1832}
2116 1833
2117/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2118 */ 1835 */
2125 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
2126 make_visible (op); 1843 make_visible (op);
2127 1844
2128 switch (op->contr->shoottype) 1845 switch (op->contr->shoottype)
2129 { 1846 {
2130 case range_none: 1847 case range_none:
2131 return; 1848 return;
2132 1849
2133 case range_bow: 1850 case range_bow:
2134 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
2135 return; 1852 return;
2136 1853
2137 case range_magic: /* Casting spells */ 1854 case range_magic: /* Casting spells */
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2139 return; 1856 return;
2140 1857
2141 case range_misc: 1858 case range_misc:
2142 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
2143 return; 1860 return;
2144 1861
2145 case range_golem: /* Control summoned monsters from scrolls */ 1862 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2147 { 1864 {
2148 op->contr->ranges[range_golem] = NULL; 1865 op->contr->ranges[range_golem] = 0;
2149 op->contr->shoottype = range_none; 1866 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 } 1867 }
2152 else 1868 else
2153 control_golem (op->contr->ranges[range_golem], dir); 1869 control_golem (op->contr->ranges[range_golem], dir);
2154 return; 1870 return;
2155 1871
2156 case range_skill: 1872 case range_skill:
2157 if (!op->chosen_skill) 1873 if (!op->chosen_skill)
2158 { 1874 {
2159 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return; 1877 return;
2162 } 1878 }
1879
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return; 1881 return;
2165 case range_builder: 1882 case range_builder:
2166 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2167 return; 1884 return;
2168 default: 1885 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170 return; 1887 return;
2171 } 1888 }
2172} 1889}
2173 1890
2174 1891
2175 1892
2262 * 0 otherwise 1979 * 0 otherwise
2263 */ 1980 */
2264static int 1981static int
2265player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2266{ 1983{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2271 */ 1987 */
2272 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2310 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2314 */ 2030 */
2315
2316void 2031void
2317move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2318{ 2033{
2319 object *tmp, *mon; 2034 object *tmp, *mon;
2320 sint16 nx, ny; 2035 sint16 nx, ny;
2321 int on_battleground; 2036 int on_battleground;
2322 mapstruct *m; 2037 maptile *m;
2323 2038
2324 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2326 2041
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2328 2043
2329 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2337 */ 2052 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 { 2054 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 { 2056 {
2342 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2343 if (!m) 2058 if (!m)
2344 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2345 } 2060 }
2346 else 2061 else
2347 m = op->map; 2062 m = op->map;
2348 2063
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 2065 return;
2353 }
2354 2066
2355 mon = NULL; 2067 mon = 0;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2071 * on the space
2360 */ 2072 */
2361 while (tmp != NULL) 2073 while (tmp)
2362 { 2074 {
2363 if (tmp == op) 2075 if (tmp == op)
2364 { 2076 {
2365 tmp = tmp->above; 2077 tmp = tmp->above;
2366 continue; 2078 continue;
2367 } 2079 }
2080
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2082 {
2370 mon = tmp; 2083 mon = tmp;
2371 break; 2084 break;
2372 } 2085 }
2086
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2088 mon = tmp;
2089
2375 tmp = tmp->above; 2090 tmp = tmp->above;
2376 } 2091 }
2377 2092
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2094 return; /* into a wall */
2380 2095
2381 if (mon->head != NULL) 2096 if (mon->head)
2382 mon = mon->head; 2097 mon = mon->head;
2383 2098
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2386 return; 2101 return;
2398 * player owns it and it is either friendly or unagressive. 2113 * player owns it and it is either friendly or unagressive.
2399 */ 2114 */
2400 if ((op->type == PLAYER) 2115 if ((op->type == PLAYER)
2401#if COZY_SERVER 2116#if COZY_SERVER
2402 && 2117 &&
2403 ((get_owner (mon) && get_owner (mon)->contr 2118 ((mon->owner && mon->owner->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2405#else 2120#else
2406 && get_owner (mon) == op 2121 && mon->owner == op
2407#endif 2122#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2124 {
2410 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2126 if (op->contr->braced)
2412 return; 2127 return;
2128
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2132 make_visible (op);
2133
2417 return; 2134 return;
2418 } 2135 }
2419 2136
2420 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2423 * attack them either. 2140 * attack them either.
2424 */ 2141 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2428 (op->contr->peaceful 2145 (op->contr->peaceful
2429 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2430 && mon->contr-> 2147 && mon->contr->
2431 peaceful)) && 2148 peaceful)) &&
2432#else 2149#else
2433 op->contr->peaceful && 2150 op->contr->peaceful &&
2434#endif 2151#endif
2435 !on_battleground)) 2152 !on_battleground))
2436 { 2153 {
2437 if (!op->contr->braced) 2154 if (!op->contr->braced)
2438 { 2155 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2441 } 2158 }
2442 else 2159 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2161
2446 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2163 make_visible (op);
2448 } 2164 }
2449 2165
2450 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2461 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2181 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2184 {
2470 2185
2471 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2479 2194
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 } 2196 }
2482 2197
2483 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2484 2199
2485 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2488 * the wiz. 2203 * the wiz.
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 { 2206 {
2492 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2493 2208
2494 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2496 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2497 } 2212 }
2213
2498 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2499 make_visible (op); 2215 make_visible (op);
2500 } 2216 }
2501 } /* if player should attack something */ 2217 } /* if player should attack something */
2502} 2218}
2504int 2220int
2505move_player (object *op, int dir) 2221move_player (object *op, int dir)
2506{ 2222{
2507 int pick; 2223 int pick;
2508 2224
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2226 return 0;
2511 2227
2512 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2514 { 2230 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2232 return 0;
2517 } 2233 }
2518 2234
2519 /* peterm: added following line */ 2235 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2522 2238
2523 op->facing = dir; 2239 op->facing = dir;
2524 2240
2537 2253
2538 /* Add special check for newcs players and fire on - this way, the 2254 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2255 * server can handle repeat firing.
2540 */ 2256 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2258 op->direction = dir;
2544 }
2545 else 2259 else
2546 {
2547 op->direction = 0; 2260 op->direction = 0;
2548 } 2261
2549 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2264 * for players.
2552 */ 2265 */
2553 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2598 /* I've been seeing crashes where the golem has been destroyed, but 2311 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that 2312 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so 2313 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer. 2314 * put this in a a workaround to clean up the golem pointer.
2602 */ 2315 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2605 {
2606 op->contr->ranges[range_golem] = NULL; 2317 op->contr->ranges[range_golem] = 0;
2607 op->contr->golem_count = 0;
2608 }
2609 2318
2610 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2321 * called, so we recheck it here.
2613 */ 2322 */
2614 HandleClient (&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2615 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2616 return 0; 2327 {
2617
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2329 {
2620 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--; 2331 op->speed_left--;
2622 2332
2623 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2626 */ 2336 */
2627 move_player (op, op->direction); 2337 move_player (op, op->direction);
2628 if (op->speed_left > 0) 2338
2629 return 1; 2339 return op->speed_left > 0;
2630 else 2340 }
2631 return 0;
2632 } 2341 }
2342
2633 return 0; 2343 return 0;
2634} 2344}
2635 2345
2636int 2346int
2637save_life (object *op) 2347save_life (object *op)
2638{ 2348{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2350 return 0;
2643 2351
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2354 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357
2649 if (op->contr) 2358 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2359 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2360
2652 free_object (tmp); 2361 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363
2654 if (op->stats.hp < 0) 2364 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2366
2656 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2657 op->stats.food = 999; 2368 op->stats.food = 999;
2658 fix_player (op); 2369
2370 op->update_stats ();
2659 return 1; 2371 return 1;
2660 } 2372 }
2373
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2377 return 0;
2665} 2378}
2674{ 2387{
2675 object *next; 2388 object *next;
2676 2389
2677 while (op) 2390 while (op)
2678 { 2391 {
2679 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2393
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2395 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2690 } 2400 }
2691 else if (op->inv) 2401 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2693 op = next; 2404 op = next;
2694 } 2405 }
2695} 2406}
2696
2697 2407
2698/* 2408/*
2699 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2425 else
2716 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2429 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2431 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2432 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2436 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2437 if (op->type == PLAYER)
2726 { 2438 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2441 strcat (buf2, buf);
2730 } 2442 }
2443
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2734 return buf2; 2448 return buf2;
2735} 2449}
2736
2737
2738 2450
2739void 2451void
2740do_some_living (object *op) 2452do_some_living (object *op)
2741{ 2453{
2742 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2751 const int max_grace = 1; 2463 const int max_grace = 1;
2752 2464
2753 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2754 { 2466 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2470 }
2759 2471
2760 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2761 { 2473 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2478 else
2768 { 2479 {
2769 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2482 }
2483
2772 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2486 else
2775 { 2487 {
2776 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2490 }
2491
2779 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2494 else
2782 { 2495 {
2783 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2799 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2514 op->stats.food = last_food;
2802 } 2515 }
2803 } 2516 }
2517
2804 if (max_sp > 1) 2518 if (max_sp > 1)
2805 { 2519 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2521 if (over_sp > 0)
2808 { 2522 {
2809 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2810 { 2524 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2528 op->stats.sp--;
2529
2814 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2816 } 2532 }
2817 op->last_sp = 0; 2533 op->last_sp = 0;
2818 } 2534 }
2819 else 2535 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2537 }
2824 else 2538 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2540 }
2829 2541
2830 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2833 { 2545 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2836 if (max_grace > 1) 2549 if (max_grace > 1)
2837 { 2550 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2552 if (over_grace > 0)
2840 { 2553 {
2868 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2583 op->stats.food = last_food;
2871 } 2584 }
2872 } 2585 }
2586
2873 if (max_hp > 1) 2587 if (max_hp > 1)
2874 { 2588 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2590 if (over_hp > 0)
2877 { 2591 {
2901 2615
2902 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2618 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2906 /* dms do not consume food */ 2621 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2623 op->stats.food--;
2909 } 2624 }
2910 }
2911 2625
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2627 {
2914 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2915 2629
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 { 2631 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2639 break;
2926 } 2640 }
2927 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2928 flesh = tmp; 2642 flesh = tmp;
2929 } /* End if paid for object */ 2643 } /* End if paid for object */
2930 } /* end of for loop */ 2644 } /* end of for loop */
2645
2931 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2647 * eat flesh instead.
2933 */ 2648 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2650 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2938 } 2653 }
2939 } /* end if player is starving */ 2654 }
2940 2655
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2943 2658
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2660 kill_player (op);
2661 }
2946} 2662}
2947
2948
2949 2663
2950/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2667 * file.
2957{ 2671{
2958 char buf[MAX_BUF]; 2672 char buf[MAX_BUF];
2959 int x, y; 2673 int x, y;
2960 2674
2961 //int i; 2675 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2676 maptile *map; /* this is for resurrection */
2963 2677
2964 /* int z; 2678 /* int z;
2965 int num_stats_lose; 2679 int num_stats_lose;
2966 int lost_a_stat; 2680 int lost_a_stat;
2967 int lose_this_stat; 2681 int lose_this_stat;
2982 { 2696 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2699
2986 /* restore player */ 2700 /* restore player */
2987 at = find_archetype ("poisoning"); 2701 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2703 {
2991 remove_ob (tmp); 2704 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2706 }
2995 2707
2996 at = find_archetype ("confusion"); 2708 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2710 {
3000 remove_ob (tmp); 2711 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2713 }
3004 2714
3005 cure_disease (op, 0); /* remove any disease */ 2715 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2718 op->stats.food = 999;
3009 2719
3010 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2722 {
3014 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2724 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2728 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
3022 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2732 }
3025 2733
3026 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2736 op->contr->braced = 0;
3033 2741
3034 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
3035 2743
3036 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
3037 { 2745 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3047 } 2748 }
3048 else 2749 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3058 } 2751
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2753
3061 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3062 x = op->x; 2755 x = op->x;
3063 y = op->y; 2756 y = op->y;
3064 map = op->map; 2757 map = op->map;
3065 2758
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
3072 */ 2762 */
3073 2763
3074 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2766 * of death.
3077 */ 2767 */
3078#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3080 { 2770 {
3081 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2773 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2776 little bit harder. */
3087 /* GD */ 2777 /* GD */
3088 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2779 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2780 else
3094 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3095 num_stats_lose = 1; 2784 num_stats_lose = 1;
3096 } 2785
3097 lost_a_stat = 0; 2786 lost_a_stat = 0;
3098 2787
3099 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3100 { 2789 {
3101 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3102 2791
3103 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3104 { 2793 {
3105 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
3106 * what he lost. 2795 * what he lost.
3107 */ 2796 */
3108 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1; 2802 lost_a_stat = 1;
2803 }
2804 else
2805 {
2806 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion");
2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2812 {
2813 dep = arch_to_object (deparch);
2814 insert_ob_in_ob (dep, op);
3114 } 2815 }
3115 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3116 { 2818 {
3117 /* deplete a stat */ 2819 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3119 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3120 2822 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2823 {
3124 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3126 } 2826
3127 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2833 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2834 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2836 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2837 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2838 else
3169 if (this_stat >= -50)
3170 { 2839 {
3171 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2845 }
3177 } 2846 }
3178 } 2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2859 {
2860 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats ();
2864 lost_a_stat = 1;
2865 }
3179 } 2866 }
2867 }
2868 }
3180 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2870 if (!lost_a_stat)
3182 { 2871 {
3183 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3186 2875
3187 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2878 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2880 }
2881#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2883#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2884
3195 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2886 * exp loss on the stone.
3197 */ 2887 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2890 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3203 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); 2893 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);
3204 tmp->msg = buf; 2894 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2897
3208 /**************************************/ 2898 /**************************************/
3209 /* */ 2899 /* */
3210 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3213 /* */ 2903 /* */
3214
3215 /**************************************/ 2904 /**************************************/
3216 2905
3217 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2907 /* restore player */
3219 at = find_archetype ("poisoning"); 2908 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
2910
3221 if (tmp) 2911 if (tmp)
3222 { 2912 {
3223 remove_ob (tmp); 2913 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2915 }
3227 2916
3228 at = find_archetype ("confusion"); 2917 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2919 if (tmp)
3231 { 2920 {
3232 remove_ob (tmp); 2921 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2923 }
2924
3236 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3237 2926
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3241 op->stats.food = 900; 2930 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2934
3246 /* 2935 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
3248 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
3249 * in the map. 2938 * in the map.
3250 */ 2939 */
3251 2940
3252 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3254 2943
3255 /****************************************/ 2944 /****************************************/
3256 /* */ 2945 /* */
3257 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3259 /* */ 2948 /* */
3260
3261 /****************************************/ 2949 /****************************************/
3262 2950
3263 enter_player_savebed (op); 2951 enter_player_savebed (op);
3264 2952
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2953 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2954
3271 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2958 * on the space that might harm the player.
3275 */ 2959 */
3276 will_kill_again = 0; 2960 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3281 } 2964
3282 if (will_kill_again) 2965 if (will_kill_again)
3283 { 2966 {
3284 object *force; 2967 object *force;
3285 int at; 2968 int at;
3286 2969
3287 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2972 force->speed = 0.1;
3290 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3291 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2977 force->resist[at] = 100;
3296 } 2978
3297 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3298 fix_player (op); 2980 op->update_stats ();
3299 2981
3300 } 2982 }
3301 2983
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2985}
3380
3381 2986
3382void 2987void
3383loot_object (object *op) 2988loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3386 2991
3387 if (op->container) 2992 if (op->container)
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3390 }
3391 2994
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3393 { 2996 {
3394 next = tmp->below; 2997 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3396 continue; 3000 continue;
3397 remove_ob (tmp); 3001
3002 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3399 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 3005 { /* empty container to ground */
3401 loot_object (tmp); 3006 loot_object (tmp);
3402 } 3007 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3404 { 3009 {
3405 if (tmp->nrof > 1) 3010 if (tmp->nrof > 1)
3406 { 3011 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 3013 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 3014 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 3015 }
3411 else 3016 else
3412 free_object (tmp); 3017 tmp->destroy ();
3413 } 3018 }
3414 else 3019 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 3020 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 3021 }
3417} 3022}
3423 */ 3028 */
3424 3029
3425void 3030void
3426fix_weight (void) 3031fix_weight (void)
3427{ 3032{
3428 player *pl; 3033 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 3034 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 3036
3434 if (old == sum) 3037 if (old == sum)
3435 continue; 3038 continue;
3436 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 3041 }
3439} 3042}
3440 3043
3441void 3044void
3442fix_luck (void) 3045fix_luck (void)
3443{ 3046{
3444 player *pl; 3047 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3449} 3050}
3450
3451 3051
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3455 */ 3055 */
3456
3457void 3056void
3458cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3459{ 3058{
3460 object *skop, *spob; 3059 object *skop, *spob;
3461 3060
3482 if (op->type == PLAYER) 3081 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3082 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3083
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3084 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3085
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3086 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3087}
3491 3088
3492void 3089void
3493make_visible (object *op) 3090make_visible (object *op)
3494{ 3091{
3508 object *tmp = NULL; 3105 object *tmp = NULL;
3509 3106
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3108 return 1;
3512 3109
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3110 return 0;
3519} 3111}
3520 3112
3521/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3578 3170
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3172
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3585 { 3176 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3178 make_visible (op);
3588 return; 3179 return;
3589 } 3180 }
3590 else 3181 else
3591 num += 20; 3182 num += 20;
3592 } 3183
3593 num += op->map->difficulty; 3184 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3186 num -= hide;
3187
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3189 {
3598 make_visible (op); 3190 make_visible (op);
3599 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3193 }
3602 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3196}
3607 3197
3608/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3609 3199
3610int 3200int
3611stand_near_hostile (object *who) 3201stand_near_hostile (object *who)
3612{ 3202{
3613 object *tmp = NULL; 3203 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3204 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3205 maptile *m;
3616 sint16 x, y; 3206 sint16 x, y;
3617 3207
3618 if (!who) 3208 if (!who)
3619 return 0; 3209 return 0;
3620 3210
3637 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3638 continue; 3228 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3230 continue;
3641 3231
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3233 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3235 return 1;
3646 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3647 { 3237 {
3677 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3678 { 3268 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3270 return -1;
3681 } 3271 }
3272
3682 if (!pl || !op) 3273 if (!pl || !op)
3683 return 0; 3274 return 0;
3684 3275
3685 if (op->head)
3686 {
3687 op = op->head; 3276 op = op->head_ ();
3688 } 3277
3689 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3690 3279
3691 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3281 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3701 3290
3702 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3292 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3293 * for any meaningful values.
3705 */ 3294 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3298 return 1;
3710 op = op->more; 3299 op = op->more;
3711 } 3300 }
3712 return 0; 3301 return 0;
3713} 3302}
3823 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3824 return; 3413 return;
3825 3414
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3416
3828 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3829 { 3418 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3420 return;
3832 } 3421 }
3833 3422
3899 { 3488 {
3900 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3490 object *skin;
3902 3491
3903 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3905 if (skin == NULL) 3497 if (!skin)
3906 return; 3498 return;
3907 3499
3908 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3502 {

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